Signature
native rg_weapon_shotgun_reload(const entity, iAnim, iStartAnim, Float:fDelay, Float:fStartDelay, const pszReloadSound1[] = "", const pszReloadSound2[] = "");
Description
Forces shotgun reload thinking on a weapon or a player's active weapon using the CBasePlayerWeapon::DefaultShotgunReload function.
Notes
- This is used inside weapon's Reload function and is often called every frame player is pressing IN_RELOAD button.
Parameters
- 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
Returns
1 while weapon not in delay and with ammo remaining to load, 0 otherwise.