Hello All, Guys! It's nice to see some participation to the thread...

You got quite a bit of stuff to discuss. Let's try to answer point by point:
@Chronoteeth, Ed the Bat, CorSair: thank you all for spotting and detailing the left revolver bug! I investigated a bit, and apparently found a (hacky) solution. Now, let me try to describe it (I apologize in advance for any pedantic - and thus unwanted! - overdetailed explanation).
You need to keep in mind that the two revolvers are managed via two
execution threads (forked straight from the Ready state by means of the
A_GunFlash DECORATE function) that wait for player input at their "NinaIdle" (right) and "AnnaIdle" (left) states, respectively. This is what allows to display multiple HUD sprites contemporarily - in the case of this weapon the left and right revolver, whose graphics are provided as separate sprites.
Now, when causing auto-reload of the left revolver, its execution flow jumps directly from "AnnaIdle" to its private "AnnaReload" state, and starts refilling the weapon; but at the same time, the right revolver execution flow is still waiting at the
A_WeaponReady call within its "NinaIdle" state, and when you press the standard "Reload" key, it jumps to the common "Reload" state and attempts to restart the reload sequence
for both revolvers.
The hacky fix (which I tested by trying to rape my keyboard

) consisted in protecting the "Reload" state with a dummy inventory item that is given to the player whenever he/she is autoreloading one of the guns: if at that time you press "Reload", the right revolver execution flow tries to enter the common "Reload" state and immediately checks for the presence of such dummy item in the player's inventory. If it's found, the thread promptly jumps out of the "Reload" sequence, back to "NinaIdle" - avoiding what you've found.
(Okay, it wasn't very clear... I tried my best!!

)
@Chronoteeth: hi old friend! I'm glad you showed up and tried the mod!
@CorSair: heh, your point on Leviathan's balance is surely agreeable. I had a similar impression when playing Eternal DOOM with this mod - single-barrel fire seems more effective overall. Anyway, I like the idea of limiting its total ammo storage capacity - it's always been a bit too abundant...
Good suggestions also for the Mage captivation spell -- trying to implement them right now.

As for the left/right revolver fire binding... I guess Ed the Bat described very well what is my opinion, too.

I felt it was the most natural setup also because in my controls configuration, primary fire is on the right, and alternate is on the left... Go figure!
