It boggles the mind that they scripted weapon specific reload animations. It can be done directly in the magazine config, without such script hacks. A clean engine based solution. Yes, this means magazine specific reload animations are totally possible in A2.
In the magazine class:
This of course requires new man actions, so add the new action in cfgMovesBasic\ManActions\ManActReloadBoltRifle and it should work.
class magazine: someOtherMagazine
reloadAction = reloadBoltAction;
This state referenced there, needs to exist of course, and that requires a new .rtm.
reloadBoltAction = "AwopPercMstpSrasWrfl_ReloadBoltRifle"
The above will get it to work principally, as now everytime you reload this specific magazine, the character will reload the bolt action rifle in a standing position, since that is the state we configured and told it to do.
To get it to work nicely, you'll have to create states of this for all three stances and then update all of the action maps with the correct action key of reloadBoltAction linking to the correct state.
Ideally this should be expanded in the engine to accept gestures instead of states, so all this can happen on the move. But this is nothing you can influence or worry about now.