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bzReload

Mod for "classic" weapon reload Press reload: attach/reload magazine, load chamber, chamber next round. Hold reload: detach magazine, empty chamber. While holding magazine in hand, press reload to cycle through available ammo that fits the magazine. Use the key provided to allow mod's usage on your server. Notes: Weapon unjamming takes priority over detaching magazine, unloading. During reload, if the old magazine… (more)

Mod for "classic" weapon reload Press reload: attach/reload magazine, load chamber, chamber next round. Hold reload: detach magazine, empty chamber. While holding magazine in hand, press reload to cycle through available ammo that fits the magazine. Use the key provided to allow mod's usage on your server. Notes: Weapon unjamming takes priority over detaching magazine, unloading. During reload, if the old magazine can't fit in the inventory, it will be dropped on the ground. Magazine will not be detached if there is no space for it in the inventory. Hold reload button to fill magazine is disabled in this mod.

Workshop 1583993331 · mod updated 2019-10-06 · analyzed 2026-10-03 05:41 UTC · history · 2 script files

MechanicsWeapon Workshop tags, chosen by the author

Stall risks
None found

No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.

Compatibility
1 by design

1 chain break, all on specific classes the mod replaces wholesale — matters only if another mod patches the same classes.

Structural footprint 1.1
A
1 by design
Heavier than 58% of 328 scripted mods analyzed.

0.00256% of each server frame at 100 players (0.026 ms/s). Counts hook dispatch and timers only, not what the hooks do inside. Methodology.

Where this mod sits

Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 17 others share it. Ranked list.

20
40
60
  • 24 mods
    0.0000022 to 0.0000046 ms/s · grade A
  • 7 mods
    0.0000046 to 0.00001 ms/s · grade A
  • 1 mod
    0.00001 to 0.000022 ms/s · grade A
  • 1 mod
    0.000022 to 0.000046 ms/s · grade A
  • 37 mods
    0.0001 to 0.00022 ms/s · grade A
  • 26 mods
    0.00022 to 0.00046 ms/s · grade A
  • 33 mods
    0.00046 to 0.001 ms/s · grade A
  • 22 mods
    0.001 to 0.0022 ms/s · grade A
  • 13 mods
    0.0022 to 0.0046 ms/s · grade A
  • 10 mods
    0.0046 to 0.01 ms/s · grade A
  • 5 mods
    0.01 to 0.022 ms/s · grade A
  • This mod
  • 17 mods
    0.046 to 0.1 ms/s · grade A
  • 41 mods
    0.1 to 0.22 ms/s · grade A
  • 26 mods
    0.22 to 0.46 ms/s · grade A
  • 28 mods
    0.46 to 1 ms/s · grade A
  • 8 mods
    1 to 2.2 ms/s · grade A to B
  • 10 mods
    2.2 to 4.6 ms/s · grade B
  • 1 mod
    4.6 to 10 ms/s · grade B to C
A316
B11
C1
D0
E0
ms/s, log scale: each labelled step is ten times the one before. Letter grade and mods holding it below the axis.
Where the load comes from

Every-frame hooks carry 97% of this mod's structural load. 0.026 ms/s in all.

97%Every-frame hooks · 97%
1 hook · 0.025 ms/s
Event hooks · 3.1%
4 hooks · 0.00079 ms/s
Every-frame hooksrun every server frame 1 hook 0.025 ms/s 97% FirearmActionLoadMultiBulletQuick.OnUpdate
Event hooksrun when something happens: an inventory move, a hit, an action 4 hooks 0.00079 ms/s 3.1% FirearmActionAttachMagazineQuick.ActionCondition, FirearmActionMechanicManipulate.ActionCondition, MagazineStorage.SetActions and 1 more

Counts how often each hook is dispatched and how many timers stay alive, not what the code inside does. Some rates are order-of-magnitude estimates; the methodology lists which.

Chain breaks, by consequence

1 override that skip super(), ranked by how much they can affect. On any server a break replaces vanilla's behaviour on that method and silences every earlier-loaded mod hooking it.

By design
Leaf class · FirearmActionLoadMultiBulletQuick
FirearmActionLoadMultiBulletQuick replaced on 1 method · 1 override

OnEndInput

Only this class is affected. Matters only if another mod in your stack patches the same class.

1 classFirearmActionLoadMultiBulletQuick
1 locationscripts.pbo::4_World\bzReloadActions.c:60

Where this mod runs often

Hooks on per-frame and high-rate surfaces, with what their bodies call. Body work, not the hook itself, is what costs frame time.

OnUpdate on FirearmActionLoadMultiBulletQuick
every server frame
no I/O, timers or RPC
SetActions × 2 classes
per event
no I/O, timers or RPC
ActionCondition on FirearmActionMechanicManipulate
per event
no I/O, timers or RPC replaces vanilla
ActionCondition on FirearmActionAttachMagazineQuick
per event
no I/O, timers or RPC

Other findings

What this report can tell you

Which vanilla methods the mod hooks, which of them drop the chain, how often each hook fires, and which risky calls sit inside hot hooks.

What it cannot

How long hook bodies take, network cost, or engine-side load. Measured across live fleets, most server lag comes from the engine and world state, not mod script chains — a light footprint does not clear a mod of lag, and a heavy one does not convict it. Methodology.

Everything else

All 13 overrides

Surface is the dispatch tier the rubric can price (— = unpriced); server is whether the override exists on a dedicated server; super() shows whether the vanilla chain is preserved on a server.

methodsurfaceserversuper()where
ActionConstructor.RegisterActions — yes ✓ scripts.pbo::4_World\bzReloadActions.c:267
FirearmActionAttachMagazineQuick.GetInputType — yes ✗ none scripts.pbo::4_World\bzReloadActions.c:67
FirearmActionAttachMagazineQuick.ActionCondition T2 yes ✓ scripts.pbo::4_World\bzReloadActions.c:72
FirearmActionLoadBulletQuick.GetInputType — yes ✗ none scripts.pbo::4_World\bzReloadActions.c:14
FirearmActionLoadMultiBulletQuick.GetInputType — yes ✗ none scripts.pbo::4_World\bzReloadActions.c:29
FirearmActionLoadMultiBulletQuick.Start — yes ✓ scripts.pbo::4_World\bzReloadActions.c:34
FirearmActionLoadMultiBulletQuick.OnUpdate T0 yes ✓ scripts.pbo::4_World\bzReloadActions.c:40
FirearmActionLoadMultiBulletQuick.OnEndInput — yes ✗ none scripts.pbo::4_World\bzReloadActions.c:60
FirearmActionMechanicManipulate.ActionCondition T2 yes ✗ none scripts.pbo::4_World\bzReloadActions.c:3
MagazineStorage.SetActions T2 yes ✓ scripts.pbo::4_World\bzReloadActions.c:278
MissionGameplay.HideInventory — yes conditional scripts.pbo::5_Mission\missiongameplay.c:3
Weapon_Base.SetActions T2 yes ✓ scripts.pbo::4_World\bzReloadActions.c:287
WeaponManager.SetSutableMagazines — yes ✓ scripts.pbo::4_World\bzReloadActions.c:321
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
FirearmActionLoadMultiBulletQuick.OnUpdateT0 1000.0measured0.0248
FirearmActionMechanicManipulate.ActionConditionT2 8.0placeholder0.0002
FirearmActionAttachMagazineQuick.ActionConditionT2 8.0placeholder0.0002
MagazineStorage.SetActionsT2 8.0placeholder0.0002
Weapon_Base.SetActionsT2 8.0placeholder0.0002

Includes 0.001 ms/s from placeholder-rated surfaces.

Load-order constraints (CfgPatches)

What each PBO declares: its addon identity and the addons it requires to be loaded first (requiredAddons). A partial load-order signal from the mod's own metadata.

scripts.pbo

  • bzReload_Scripts requiredVersion 0.1 — requires DZ_Scripts

census 1.1 · findings 1.1 · hash 1418a56618acfc69