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); ?
>
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