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Hitscan detection is an easy and simple way of simulating ballistic trajectory used in many shooting games. The hitscan function assumes that the projectile travels in a straight line at infinite speed, a somewhat inaccurate, but practical simulation of a bullet's speed and accuracy. The hitscan method allows for easy programming of weapon functions in games, saving some resources, but does not allow for accurate simulation of ballistic properties.
There are some games which opt to use individually modeled bullets, which have their own trajectory and strength. For example, Quake's nailgun uses individually modeled bullets, while its shotgun uses hitscan. Individually modeled bullets are usually found in more realistic shooting simulators, such as the ArmA or Crysis franchises.
This weapon category have weapons that are naturally hitscan, because their projectiles travel instantaneously. This includes high-tech weaponry employing lasers, lightning, etc. These guns are typically always hitscan, although there are rare deviations.
This weapon category regroups all weapons that are normally supposed to have realistic ballistics however they are often hitscan in many games even when they tend to have some realism. This is because it is far easier to program hitscan, rather than individually modeled bullets (as one would have to program trajectory and physics for each gun).
Normally non-hitscan weapons
This list will contain weapons that are normally non hitscan, however it doesn't mean that their projectiles moves realistically in games who features, but they aren't hitscan. Traditional projectile weapons where the round fired is visible, such as rocket launchers or bows fall into this category.