There's often some confusion on what the -offscreen_reload option does. Mame uses it to translate from the PC "standard" of an offscreen shot to the arcade "standard". Offscreen in PC lightguns: button 2 + location of last onscreen shot. Offscreen in arcade: trigger (button 1) + location of (0,MaxY).
If the original game did not have a reload button, neither will mame. In this case, you couldn't do a simple map a button to reload, and need the -offscreen_reload to reload (and it's not buggy).
So in practice (currently), -lightgun and -mouse options are the same, and so the -lightgun option is redundant and can be ignored. I don't know if that's what/why MameUI devs are graying out lightgun options,
but it doesn't matter AFAICT. Just enable mouse and you're fine. Edit: see below for how it sort of works, AFAIK.
It is not exactly the same. If you enable mouse you can not reload shooting off screen even if shotofscreen _reload is enabled, because Aaron considered that this is a hack for mice.
But if you enabled lightgun and have a lightgun (obvious) and (not sure) a mouse working with absolute coordinates, you can reload shooting off the screen if the proper option is enabled.
Ah, I see what you're saying, but mame's code seems halfway between what you & I said. (I can't test my lightgun machine because it's, um, hiding under a pile of other stuff; what
small games are good to test reload on?)
From my tests, it seems the
remapping (tab) is influenced by what option is selected, much like you mentioned:
-mouse enabled | -lightgun enabled | Input hardware | Remaps as |
Yes | No | mouse | mouse |
No | Yes | mouse | lightgun |
Yes | Yes | mouse | mouse |
Yes | No | lightgun | ?mouse? |
No | Yes | lightgun | lightgun? |
Yes | Yes | lightgun |  |
*the lightgun hardware was NOT tested, just my guesses.
However, mame's source code seems to look at the code type, mouse or gun, for if offscreen reload works. (FWIW, mame has four code types: key, joy, mouse, & gun.) And if either -lightgun or -mouse is enabled, both code types are enabled. So if the input is mapped to the gun and not the mouse code type, it seems that the hardware doesn't matter. I'd not sure what happens if both types are mapped (the default), nor am I sure what happens with lightgun hardware, nor was I able to actually test how well the reload works with a mouse.