rg_weapon_shotgun_reload

Syntax

native rg_weapon_shotgun_reload(const entity, iAnim, iStartAnim, Float:fDelay, Float:fStartDelay, const pszReloadSound1[] = "", const pszReloadSound2[] = "");

Usage

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

Description

Forces shotgun reload thinking on a weapon or a player's active weapon using the CBasePlayerWeapon::DefaultShotgunReload function.

Note

This is used inside weapon's Reload function and is often called every frame player is pressing IN_RELOAD button.

Return

1 while weapon not in delay and with ammo remaining to load, 0 otherwise.