yea..that's it but there's one problem..when weapon clips are full and players press reload button, the sound is played anyway although weapons aren not reloaded..how do i make it plays the sound only if weapons are reloaded?
Code:
#include <amxmodx>
#include <hamsandwich>
const MaxSounds = 3
new SoundList[MaxSounds][] =
{
// bla bla...
}
new g_Weapons[ ][ ] =
{ "weapon_p228", "weapon_scout", "weapon_xm1014", "weapon_mac10", "weapon_aug", "weapon_elite", "weapon_fiveseven", "weapon_ump45",
"weapon_sg550", "weapon_galil", "weapon_famas", "weapon_usp", "weapon_glock18", "weapon_awp","weapon_mp5navy", "weapon_m249",
"weapon_m3", "weapon_m4a1", "weapon_tmp", "weapon_g3sg1", "weapon_deagle", "weapon_sg552", "weapon_ak47", "weapon_p90"
}
public plugin_init()
{
// register_plugin bla bla...
for(new i = 0 ; i< sizeof g_Weapons; i++)
RegisterHam(Ham_Weapon_Reload, g_Weapons[i], "Ham_Weapon_Reload_Post")
}
public plugin_precache()
{
// bla bla...
}
public Ham_Weapon_Reload_Post(id)
{
new i = random_num(0, MaxSounds - 1)
client_cmd(0, "spk %s", SoundList[i])
}