I use this one for ( int i = 0 ; i <= gpGlobals->maxClients ; i++ ) { CBasePlayer *player = (CBasePlayer *)UTIL_PlayerByIndex(i); if ( player ) { player->RemoveAllAmmo(); //Removes all ammo player->RemoveAllDecals();//Removes All decals from the player model player->Spawn(); //Spawns the player player->SetMoveType(MOVETYPE_NONE);//freezes the player //now we have to cycle through all the players weapons for ( int j = 0 ; j<player->WeaponCount() ; j++) { CBaseCombatWeapon *pweapon = player->GetWeapon(j); if (pweapon) pweapon->Delete();//removes this weapon from the game; } } }
On Sun, 20 Feb 2005 14:42:46 -0500, Lance Vorgin <[EMAIL PROTECTED]> wrote: > static_cast<CBasePlayer*>(pEntity)->RemoveAllItems(false); ? > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders