rg_weapon_shotgun_reload
native rg_weapon_shotgun_reload(const entity, iAnim, iStartAnim, Float:fDelay, Float:fStartDelay, const pszReloadSound1[] = "", const pszReloadSound2[] = "");
| Parameter |
Description |
| entity | Weapon to reload (> MaxClients) OR player index to reload his current active weapon (>= 1 & <= MaxClients). |
| iAnim | Weapon view model "insert" animation to play (use HLMV to see anim index) |
| iStartAnim | Weapon view model "start reload" animation to play (use HLMV to see anim index) |
| fDelay | Delay between each buckshot inserted |
| fStartDelay | Delay before buckshots insertion starts |
| pszReloadSound1 | Sound to play on every insertion |
| pszReloadSound2 | Another sound to play on every insertion |
Forces shotgun reload thinking on a weapon or a player's active weapon using the CBasePlayerWeapon::DefaultShotgunReload function.
This is used inside weapon's Reload function and is often called every frame player is pressing IN_RELOAD button.
1 while weapon not in delay and with ammo remaining to load, 0 otherwise.