native

rg_weapon_shotgun_reload

Syntax

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.

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

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.