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-While some guns have safety, even if they're safe to be pulled out, try to practice holster and unholster by holding the TAB button so you'll get used to doing this action while holding the button so for the times you forget to decock, turn on your safety or having a Glock with a round chambered, you won't shoot yourself (I got used to it so much that my Glock is always chambered)
-Whenever you get the chance to practice with your guns, always try to work on the double feed malfunction because it's the most difficult and time consuming one "Make this like breathing" by locking the slide back (Hold R and then press T), pull out the magazine and put it inside your inventory, chamber a round into the gun by pressing Z (It only works when the semi-automatic pistols do not have magazine inside them and the slide is locked) ,then insert the magazine and pull the slide to force a double feed malfunction to practice clearing it
-Double action revolvers only need to be decocked to be safe for holster and unholstering (If you got blocked chamber or spent cartridges, just adjust the cylinder after pulling it out so you won't miss a bullet.)
:::Turn Lights on after confirming positions of kill-drones in incident room, and leave on after you pass the section::::
No sense in getting Light Fixated when approaching a drone in the dark only to spend the rest of the level in the 'target patching bin' after you wake one on your flank that was sleeping....
... or getting turned around when accidentally activating a flying drone, only to have it chase you into a sleeping turret you couldn't see in the dark.......