I executed
cursorObject setUnitLoadout [ [nil,nil,nil,nil,[],[],nil], nil, nil, nil, nil, nil, nil, nil, nil, nil ]
for an AI unit who have
[ ["arifle_MX_GL_ACO_F","","","optic_Aco",["30Rnd_65x39_caseless_mag",30],["1Rnd_HE_Grenade_shell",1],""], [], ["hgun_P07_F","","","",["16Rnd_9x21_Mag",16],[],""], ["U_B_CombatUniform_mcam",[["FirstAidKit",1],["30Rnd_65x39_caseless_mag",2,30],["Chemlight_green",1,1]]], ["V_PlateCarrierGL_rgr",[["30Rnd_65x39_caseless_mag",3,30],["16Rnd_9x21_Mag",2,16],["1Rnd_HE_Grenade_shell",5,1],["HandGrenade",2,1],["MiniGrenade",2,1],["SmokeShell",1,1],["SmokeShellGreen",1,1],["Chemlight_green",1,1],["1Rnd_Smoke_Grenade_shell",2,1],["1Rnd_SmokeBlue_Grenade_shell",1,1],["1Rnd_SmokeGreen_Grenade_shell",1,1],["1Rnd_SmokeOrange_Grenade_shell",1,1]]], [], "H_HelmetSpecB_blk", "G_Aviator", [], ["ItemMap","","ItemRadio","ItemCompass","ItemWatch","NVGoggles"] ]
and the result is
[ ["arifle_MX_GL_ACO_F","","","optic_Aco",["30Rnd_65x39_caseless_mag",30],["1Rnd_HE_Grenade_shell",1],""], [], ["hgun_P07_F","","","",["16Rnd_9x21_Mag",16],[],""], ["U_B_CombatUniform_mcam",[["FirstAidKit",1],["30Rnd_65x39_caseless_mag",1,30],["Chemlight_green",1,1]]], ["V_PlateCarrierGL_rgr",[["30Rnd_65x39_caseless_mag",3,30],["16Rnd_9x21_Mag",2,16],["1Rnd_HE_Grenade_shell",4,1],["HandGrenade",2,1],["MiniGrenade",2,1],["SmokeShell",1,1],["SmokeShellGreen",1,1],["Chemlight_green",1,1],["1Rnd_Smoke_Grenade_shell",2,1],["1Rnd_SmokeBlue_Grenade_shell",1,1],["1Rnd_SmokeGreen_Grenade_shell",1,1],["1Rnd_SmokeOrange_Grenade_shell",1,1]]], [], "H_HelmetSpecB_blk", "G_Aviator", [], ["ItemMap","","ItemRadio","ItemCompass","ItemWatch","NVGoggles"] ]
as you can see, he spend some magazines from his container to refill his rifle. And he didn't play any reload animations.