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The gibs are probably client side only entities.
This is the code I use at the end of a round to remove all client only ents
(must run on the client side of course):
C_BaseEntity *pEnt;
C_BaseEntityIterator iterator;
while ( (pEnt = iterator.Next()) != NULL )
{
if ( !pEnt )
continue;
if ( !pEnt->IsServerEntity() )
{
pEnt->Remove();
}
}
I don't know how you might remove specific pieces though, if that's what you
want to do.
On 7/14/07, FoF <[EMAIL PROTECTED]> wrote:
>
> This is a multi-part message in MIME format.
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> Hello, I'd like to remove some gibs from a prop called claypot0x from
> CS:S. That prop breakable spawns some gibs around, but they are permanent,
> don't fade out like most gibs do. In my mod there is a special function to
> remove stuff when round ends, but I have no idea how to call these gibs. Had
> no success using FindEntityByClassname( NULL, "prop_physics_*" ), I think
> there was a console command to check entity class names but don't remember
> it :(
>
>
> ------------------------------
> Ángel Oliver (RYell) - Fistful of Frags Mod.
>
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>
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