
Jam animations always happen instead of a shot being fired, while failures always happen after the shot fires normally, resulting in some very bizarre occurrences such as a weapon blowing up only after cycling its action completely or misfeeding despite cycling correctly after the preceding shot. In the end, if the player hangs on to a weapon for long enough it will fail, in a spectacular and generally deeply ridiculous manner. Weapons in poor condition are able to jam, which requires a press of the reload button to clear some of the explosive-firing weapons instead misfire, with the shot going violently off-target or dropping dangerously close to the player. Enemy weapons can be picked up, but weapons in Far Cry 2 have simulated wear and enemy weapons are always in the worst condition possible, so this is usually only a good idea in extreme circumstances. The three other slots accommodate whatever weapons the player has in their respective category one primary, one secondary, and one special weapon can be carried at a time, as well as two types of grenade. Two additional skins can be downloaded for it, but the player has no choice as to what goes in this slot it is always a machete of some kind. The first is the player's melee weapon in reference to Far Cry, this is a large machete. Far Cry 2's weapons are split into a four-slot system, corresponding to the four directions of a 360 or PS3 controller's D-pad.
