@d3adst1ck Load timer refers to the potential fix that should be adopted as it was on the shovel and bucket, not the existing 1 second timer.
You still haven't answered my question about what you meant by "animation prior to action" so please elaborate.
I would like for this to be more of a discourse versus an interrogation, so I would appreciate if you could clarify if you still take issue with my description for the proposed fix and think that it is still not in line with all their previous fixes they have done for animation cancelling.
To your question:
There is a 1 second timer hard coded as you say, but this is only evoked when shooting two guns back to back. This is a balancing feature to using two guns, but doesn't actually seem to be evoked when both guns are unloaded. Again, I don't double gun much so if someone has more insight into how the mechanics work or if I'm mischaracterizing it, I'd like to hear that perspective.
From my own testing in the current build, it looks like you can swap freely between weapons that both need to be reloaded without any delay. The delay only seems to exist when switching to a loaded gun.
This enables a double gun user to reload the guns in whichever order makes sense to them assuming they can press the keys fast enough, which is inherently fine. However, this would enable a user to circumvent an exploit fix that enforces a timer on a reload on each gun individually.
Scenario 1:
Fire Gun 1
Fire Gun 2
Swap - no delay when swapping to an unloaded gun
Reload Gun 1 - no reload delay because the act of firing gun 2 has made the reload timer for gun 1 obsolete.
Reload Gun 2 - no delay because the time to reload gun 1 has made the reload timer for gun 2 obsolete.
In scenario 1 the "delay" in the reload timer never evokes so the patch technically doesn't do anything to slow down the double gun. That isn't the original intent, but just saying how it is.
vs.
Scenario 2:
Fire Gun 1
Fire Gun 2
Forced reload delay for gun 2 - because you are loading it after firing, a patch would force the full reload animation to patch the stowing exploit. This is the extra 0.3s.
Swap to gun 1 - no 1 second delay because gun 1 is unloaded
Reload gun 1 - no delay because proposed reload timer is obsolete after loading gun 2.
You can see that it is better to reload the guns in the order they were fired to get around the patch. Not necessarily a bad thing, but if you only had 1 gun, you would be forced to watch the reload animation if stowing is fixed or switch to a sword or something else for a short while, whereas double gunners don't need to and can continue to reload both in the same amount of time.
This is where I am critical of my own suggestion on how to fix, because the reality is that the fix might have to take into account both weapons depending on how Rare views the fairness between scenario 1 vs 2. Is it part of the learning curve or is it a kind of exploit on its own?
In summary, it doesn't look like the player would be affected by the one second timer until they are switching to a loaded gun, but they can still reap the benefits of fast swapping to circumvent any exploit fix to the "stow mechanic" that only fixes each gun individually.