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.
No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.
1 chain break, all on specific classes the mod replaces wholesale — matters only if another mod patches the same classes.
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.
Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 17 others share it. Ranked list.
Every-frame hooks carry 97% of this mod's structural load. 0.026 ms/s in all.
1 hook · 0.025 ms/s
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.
OnEndInput
Only this class is affected. Matters only if another mod in your stack patches the same class.
1 class
FirearmActionLoadMultiBulletQuick1 location
scripts.pbo::4_World\bzReloadActions.c:60Where 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.
Other findings
Checks answered without super() · 1 · warning
- FirearmActionMechanicManipulate.ActionCondition returns its own answer without consulting super.ActionCondition() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
scripts.pbo::4_World\bzReloadActions.c:3
- FirearmActionMechanicManipulate.ActionCondition returns its own answer without consulting super.ActionCondition() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
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.
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.
| method | surface | server | super() | 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
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
FirearmActionLoadMultiBulletQuick.OnUpdate | T0 | 1000.0 | measured | 0.0248 |
FirearmActionMechanicManipulate.ActionCondition | T2 | 8.0 | placeholder | 0.0002 |
FirearmActionAttachMagazineQuick.ActionCondition | T2 | 8.0 | placeholder | 0.0002 |
MagazineStorage.SetActions | T2 | 8.0 | placeholder | 0.0002 |
Weapon_Base.SetActions | T2 | 8.0 | placeholder | 0.0002 |
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_ScriptsrequiredVersion 0.1 — requiresDZ_Scripts
census 1.1 · findings 1.1 · hash 1418a56618acfc69