game/server/hl2/weapon_garand.cpp
void CWeaponAnnabelle::FinishReload( void )
{
	// Make shotgun shell invisible
	SetBodygroup(1,1);

	CBaseCombatCharacter *pOwner  = GetOwner();
	
	if ( pOwner == NULL )
		return;

	m_bInReload = false;

	// Finish reload animation
	SendWeaponAnim( ACT_SHOTGUN_RELOAD_FINISH );

	pOwner->m_flNextAttack = gpGlobals->curtime;
	m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
}
//-----------------------------------------------------------------------------
// Purpose: Play finish reload anim and fill clip
// Input  :
// Output :
//-----------------------------------------------------------------------------
Play finish reload anim and fill clip
Input  :
Output .
Play finish reload anim and fill clip Input : Output .
void CWeaponAnnabelle::FinishReload( void )
{
	SetBodygroup(1,1);
	CBaseCombatCharacter *pOwner  = GetOwner();
	if ( pOwner == NULL )
		return;
	m_bInReload = false;
	SendWeaponAnim( ACT_SHOTGUN_RELOAD_FINISH );
	pOwner->m_flNextAttack = gpGlobals->curtime;
	m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
}
void CWeaponAnnabelle :: FinishReload ( void ) { SetBodygroup ( 1 , 1 ) ; CBaseCombatCharacter * pOwner = GetOwner ( ) ; if ( pOwner == NULL ) return ; m_bInReload = false ; SendWeaponAnim ( ACT_SHOTGUN_RELOAD_FINISH ) ; pOwner -> m_flNextAttack = gpGlobals -> curtime ; m_flNextPrimaryAttack = gpGlobals -> curtime + SequenceDuration ( ) ; }
Purpose: Play finish reload anim and fill clip
Input  :
Output :
Purpose : Play finish reload anim and fill clip Input : Output :
// Make shotgun shell invisible // Finish reload animation