This is a sub-page of Grand Theft Auto IV.
Unused Weapons#
Pool Cue#
In the files, the pool cue from the mini-games was supposed to be a weapon but it ended up being scrapped for unknown reasons.
It can be bought back as a normal weapon via modifications as it has data, but it is simply not obtainable as such under normal circumstances.
<weapon type="POOLCUE">
<data slot="MELEE" firetype="MELEE" damagetype="MELEE" group="MELEE_WOOD" targetrange="10.0" weaponrange="1.6">
<damage base="1" networkplayermod="1.0" networkpedmod="1.0"/>
<pickup regentime="120000"/>
<controller>
<rumble duration="60" intensity="0.23"/>
</controller>
<flags>
<flag>CAN_AIM</flag>
<flag>MELEE_CLUB</flag>
<flag>ARMOUR_PENETRATING</flag>
</flags>
</data>
<assets model="w_cue"/>
</weapon>
When the pool cue is selected, it functions like the baseball bat in terms of attack animations. Internally, the pool cue does have a corresponding HUD icon, although it is not seen in-game when the item is equipped. The unused HUD icon is very basic and possibly a simple-styled placeholder as it's inconsistent with the style of all the used HUD icons. This could indicate that the ability to use the pool cue as a weapon was scrapped somewhat early on in development.
However, a shorter, usable broken pool cue was later implemented in The Lost and Damned.

(Source: Grand Theft Wiki Pool Cue)
Removed Weapons#
There are some scrapped weapons from earlier in development that didn't quite make it to the final process.
Nightstick#
There are references to the nightstick in default.ide file:
w_nstick, w_nstick, null, 1, 50, 0
w_nstick, 0, CM_WEAPONS_NIGHTSTICK
A nightstick sound left in the files as well, which could be found in resident.rpf. In addition, there is also a bunch of leftovers of police quotes related to this nightstick.
Silenced 9mm Pistol#
In the cutscene model of the Glock pistol, there is a texture from a removed pistol with a silencer, which is called ecal_9mm
default.ide file contains several lines of this gun, for some reason the lines are commented out by the developers.
#w_silenced, w_silenced, gun@handgun, 1, 30, 0
#w_silenced, 0, CM_WEAPONS_PISTOL
In resident.rpf there are several unused audio files that apparently belonged to this pistol.
Revolver#
A weapon that has nothing left apart from its appearance in a couple of shots from the official artbook of the game, Heavy Weapons X advertisement, and an icon from the cut zombie minigame.
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Image 1 |
Image 2 |
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Sawed-Off Shotgun#
The situation here is even worse than with the revolver, this weapon was only seen on the Heavy Weapons X advertisement in its half-untextured state and nowhere else, most likely this weapon was made for IV and later repurposed for TLAD.
Flamethrower#
An entry for a flamethrower exists in WeaponInfo.xml and default.ide files, but aside from lines of text there is nothing left from this weapon.
<weapon type="FTHROWER"/>
#flame, flame, null, 1, 50, 0
Minigun#
The minigun exist in the final version of the game, but only as part of the Annihilator helicopter, however, according to the default.ide file, it's handheld version was planned for the player to use, just like in previous grand theft auto games.
#minigun, minigun, null, 1, 50, 0
Bomb#
The bomb is also present in the final version of the game, however it is not used as part of the weapon that the player can have in their inventory, but as a scripted weapon that is either given by the game during certain missions or by calling and ordering it from Packie.
# specials
#bomb, bomb, null, 1, 50, 0
It is likely that this weapon later appeared in the TBoGT but as a sticky bomb.
Camera#
In WeaponInfo.xml file, there is a leftover line of the camera being an object that the game would treat as a weapon that player could use.
<weapon type="CAMERA"/>
Early Design#
Combat Shotgun#
The Combat Shotgun is full of oddities and inconsistencies:
- In weapons.img model of the shotgun is named w_pumpshot;
- The texture of this shotgun is named ec_tac_700;
- The audio, animations, WeaponInfo.xml files have this shotgun named Baretta, which makes sense since it was based on Beretta 1201.
- In resident.rpf file, shotgun sounds are swapped; sound of the Combat Shotgun is used by Pump Shotgun, and the sound of the Pump Shotgun is used by Combat Shotgun.
- The icon of this shotgun shows its early appearance. This appearance can be seen on the poster in the ammunition, in-game TV and official artbook of the game, where the most noticeable part of it is the buttstock, which is exactly what is different in the icon.
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Icon |
Model |
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Assault Rifle#
The icon of the Assault Rifle (AK47) points to its early appearance, which matches the Zastava M70AB2 that was featured in pre-release materials.
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Icon |
Model |
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The most noticeable part is the stock of the weapon, but there are other small details that indicate that the icon fits more to the Zastava M70AB2 than the AK47.
Carbine Rifle#
On the in-game TV on the CNT show an early look of the Carbine Rifle (M4) can be seen, which was missing some details and the texture was brighter.
SMG#
In the anim.img and other data files, animation of the SMG is named as gun@mp5k, the model of the SMG itself is named as mp5.
w_mp5, w_mp5, gun@mp5k, 1, 30, 0
The final look of this SMG is based on the SW MP-10, however, one of the pre-release screenshots shows a completely cut MP5A3, which is probably why this SMG is named as MP5 rather than MP10, but still nothing of it is MP5K, so why the animation was named like this is unknown.
Lastly, on yet another pre-release screenshot the final model of the SMG had a different texture.
Baseball Bat#
The baseball bat was originally made of wood, as evidenced by both its audio name WOODEN_BAT.wav and its appearance on the in-game TV.
On the PC version of TLAD, the developers mistakenly left the wooden texture of the bat for the racing bat version, from which it can be determined that the bat icon is based on its early appearance, which can be seen by the stripes on the handle.
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Early |
Final |
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