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Left 4 Dead
The following weapons appear in the video game Left 4 Dead:
Overview
Left 4 Dead's inventory system grants each player one longarm, single or dual-wielded M1911-A1s (see below), a throwable weapon (either a Molotov cocktail or pipe bomb), and medical supplies. In pre-release, each of the game's firearms were intended to have both partial and empty reload animations, but were cut presumably for gameplay reasons. With the exception of the two shotguns, all of the final product's firearms are animated with only their partial reloading procedures. To assist with navigating dark environments throughout the maps in each campaign, players are given a light source, which on firearms, are represented by flashlights fixed onto them.
Pistols
Springfield Armory M1911-A1
The Springfield Armory M1911-A1 is the backup handgun for the survivors. A second one can be found randomly in points of the campaign map, allowing the user to dual-wield, though the second will lack an attached flashlight. Although they have some modern modifications added, like an extended thumb safety, beaver-tail grip safety, trigger with cutouts, checkered front strip, and Colt Commander ring-hammer, they keep the small and mediocre sights of the original M1911A1. These 1911-A1s erroneously hold 15 rounds in a single magazine each even though they are modelled as standard single-stack magazines that, at most, hold 8 rounds of .45 ACP (that the in-game model's markings claims they're chambered in; see screenshot below). As a low damaging, moderate DPS weapon, the 1911-A1 have an unlimited ammo reserve. The cut empty reload animation for the M1911-A1 depicted it with the slides being shut into battery.
Shotguns
High Standard Model K-1200
The pump-action shotgun in the game seems to be modelled squarely from a High Standard Model K-1200 Riot Deluxe Model, but has the trigger guard of a Remington Model 870 and the magazine tube/muzzle end from an Ithaca 37, likely to model it as an ambiguous pump-action shotgun on the developers' end. This shotgun is a Tier 1 weapon, with it appearing as early-campaign weapons. Francis uses this weapon in the intro cinematic and during the game. The receiver has inscribed the fictional make of the shotgun named as "Renegade Rangemaster". In-game it holds 8 rounds in what appears to be a 5-round magazine tube. If reloading from empty, interrupting the process with the fire key will have its user rack the pump to chamber a shell first.
Benelli M4 Super 90
The Benelli M4 Super 90 is a second tier weapon, intended to replace the pump-action above. It holds 10 rounds (which would require an extended magazine tube; the in-game weapon is modeled with the civilian legal 5-shot tube), but held a slightly more appropriate (but still incorrect) 7 rounds pre-release. Its flashlight is clipped to the sling loop on the forend. If Francis is controlled by an AI bot, he will always equip a Benelli M4 whenever he finds one. Rather accurate as to how autoloaders are operated in reality, if the player empties their Benelli and immediately tries to fire the shotgun as it is being reloaded, there will be a delay with the player character stopping to rack the gun's bolt before they can fire. However, this would be inaccurate to the Benelli M4, as the shotgun is not locked open upon empty and the first shell would need to be dropped onto the lifter or into the chamber and the bolt release button pressed before the gun would allow the user to load the magazine. Furthermore, the design of the M4 prevents shells from feeding from the magazine to the lifter without pressing the shell release lever which is not touched, which would prevent the action of the bolt rack from doing anything useful. Just like in the sequel, its draw animation features the player character extending the stock but without rotating it to do so as is required on the real shotgun. The Benelli shares its firing sounds with the Model K-1200/Ithaca 37 hybrid, which in turn was also used for the default "Shotgun" from Team Fortress 2.
Submachine Guns
IMI Uzi
A full-sized Uzi submachine gun is a first tier weapon, sporting a decent rate of fire (exceeding the real Uzi's 600 RPM) and an incorrect 50 round capacity while the gun itself is modelled with a 32-round magazine. The Uzi's in-game reserve ammo count of 480 implies its magazines would've correctly held 32 rounds. Its flashlight is tacked onto the handguard. This Uzi appears to incorrectly fire from a closed bolt when viewing the ejection port in melee shove animations and in the cut empty reload. In the game's opening cinematic, the Uzi is Louis' main weapon.
Rifles
M16A2
The M16A2 is the only full-auto second tier firearm, found in later parts of a campaign and replacing the role of the Uzi. It takes 50 round magazines which are visually identical to a 30-round STANAG magazine, and like the Uzi, its reserve ammo count clues into what its intended scripted magazine capacity would've been. The flashlight on the M16A2 is clipped to its foregrip. In-game it fires in fully automatic only, though the real U.S. military issue M16A2 fires only in semi-auto and 3-round bursts, with the A1 or A3 being full-auto capable in actuality. This suggests that the weapon might be an M16A2 with an M16A1 lower receiver (although its lower receiver is inscribed with "M16A2"). It should be noted that as a Colt product line, the M16A2 was offered to military and law enforcement clients other than the U.S. military with either burst or full auto capability, or even in different barrel lengths (such as the Colt M16A2 Carbine 723, M16A2 Commando 733), with M16A1 upper receivers (Colt M16A2 rifle 711/715), Squad Automatic Weapon LMG style variants (Colt M16A2 HBAR 741), or different calibers (Colt M16A2 9mm SMG 635) without a change in designation but with the according fire selector markings. If Bill or Louis is controlled by AI bots, they will equip the rifle as their primary weapon. Bill uses an M16A2 in the game's intro cinematic. The cut empty reload animation depicts the user slapping the M16's bolt release.
Ruger Mini-14
The Ruger Mini-14 is a second tier gun that takes the "sniper" weapon role, dealing somehow more damage than the M16A2 despite chambering 5.56mm and also having a shorter barrel, meaning it should realistically have lower muzzle velocity, ergo less damage per shot, although not by much. It has an ammo capacity of 15 rounds despite being modelled with a 10-round magazine. The stock design suggests that its a pre-2005 model. Strangely enough, the Ruger combines the old, single-bladed front sight with a John Masen flash-hider and the post-2005 aperture rear sight. In the cut empty reload animation for the Mini-14, the user works the rifle's bolt release. The firing sound for this rifle is an altered version of the Steyr Scout's report from Counter-Strike: Source. If an AI bot controls Zoe in-game, she will pick up a Mini-14 as her primary weapon. It should also be noted that despite being referred to as the "Hunting Rifle" in-game, it was illegal to hunt with a semi-auto rifle in Pennsylvania at the time of the game's release and setting; this law was later changed.
Mounted Weapons
GE M134 Minigun
A GE M134 Minigun, mounted on a monopod and set up behind sandbags, is usually found at the end of a campaign. It shreds almost all infected to pieces in seconds and doesn't need to be reloaded (despite being connected to a 200-round ammo can). Despite its multi-barrel operation design to prevent this, the M134 overheats rapidly with its barrel cluster turning red hot after only a few seconds of continuous fire, although this is presumably for game balancing purposes. Its rate of fire is much slower, which in real life would've emptied its ammo supply in about four seconds. The barrel spinning and firing sounds for the minigun are the same as that from the same weapon in Team Fortress 2.
The spade grips are mounted higher than normal in relation to the gun because they are attached to the same custom frame used for the Terminator 2 and Predator handheld Miniguns (minus the chainsaw grip/M60 handguard), rather than an actual minigun mount.
Browning M2
In the DLC campaign titled "The Sacrifice", a stationary Browning M2 (reused from the game's sequel) can be found on the bridge at the end of the finale map. As this campaign was released almost a year after Left 4 Dead 2, the M2 was likely placed at the end of it to maintain consistency for a different campaign in L4D2, "The Passing" which was released earlier but chronologically takes place after The Sacrifice. While the M2 Browning in-game deals more damage per-shot than the M134, it can only be briefly used due to one of the four players having to leave the bridge to proceed with the campaign's ending in fulfilling its name.
Unusable Weapons
Glock pistol
In one of the game's default loving screen covers, Zoey wields an M1911-style pistol in her left hand, while what appears to be a Glock pistol is fired by her right.
Heckler & Koch MP5 (custom)
The Heckler & Koch MP5 with a railed handguard with rail covers, a flash hider, an Aimpoint CompM2 sight, a Navy trigger group, and a folded PDW stock appears in most loading posters and several wallpapers/concept arts in the hands of Bill and Louis (Francis has the Mk. 18 instead, which would later be used in the posters for the sequel). Interestingly, a scrapped Counter-Strike: Global Offensive MP5 model also had a railed handguard with covers and a flash hider, but it was fitted with a normal A3 stock and S-E-F trigger group.