Quick answer: Track a separate chambered-round flag, and when the player fires the last round empty, play the longer bolt-release reload and use its longer time.
Firing your gun completely dry should trigger the slower charging-handle reload, but yours always plays the fast tactical one. It never tracks the chamber. Adding a chambered flag fixes both the animation and the timing. Here is how.
How to fix it
1. Track the chambered round separately
Model ammo as magazine count plus a boolean chambered flag. A tactical reload (mag not empty) keeps the chamber loaded and reloads to magSize + 1; an empty reload reloads to magSize with one cycled into the chamber.
2. Pick the animation by emptiness
When starting a reload, branch on whether the chamber is empty: empty plays the bolt-release/charging animation at its longer duration, tactical plays the quicker swap. Drive the reload-complete timer from the chosen clip length.
3. Reflect the +1 in ammo math
Allow the magazine to hold one extra round after a tactical reload so the last-round-in-chamber bonus is real, and make sure pickup and HUD logic account for that extra round.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.