entWatch4: Drop anything thats not a knife on Death and Disconnect.
Should probably look into making it actually check weaponslots somehow...
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@ -417,6 +417,17 @@ public void OnClientDisconnect(int client)
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if (item.bClient && item.iClient == client)
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if (item.bClient && item.iClient == client)
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{
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{
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if (item.bWeapon)
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{
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char sWeaponClass[32];
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GetEntityClassname(item.iWeapon, sWeaponClass, sizeof(sWeaponClass))
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if (!StrEqual(sWeaponClass, "weapon_bayonet") && strncmp(sWeaponClass, "weapon_knife", 12) != 0)
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{
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SDKHooks_DropWeapon(item.iClient, item.iWeapon, NULL_VECTOR, NULL_VECTOR);
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}
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}
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item.iClient = INVALID_ENT_REFERENCE;
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item.iClient = INVALID_ENT_REFERENCE;
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Call_StartForward(g_hFwd_OnClientItemDisconnect);
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Call_StartForward(g_hFwd_OnClientItemDisconnect);
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@ -443,6 +454,17 @@ public void OnClientDeath(Event hEvent, const char[] sEvent, bool bDontBroadcast
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if (item.bClient && item.iClient == client)
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if (item.bClient && item.iClient == client)
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{
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{
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if (item.bWeapon)
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{
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char sWeaponClass[32];
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GetEntityClassname(item.iWeapon, sWeaponClass, sizeof(sWeaponClass))
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if (!StrEqual(sWeaponClass, "weapon_bayonet") && strncmp(sWeaponClass, "weapon_knife", 12) != 0)
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{
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SDKHooks_DropWeapon(item.iClient, item.iWeapon, NULL_VECTOR, NULL_VECTOR);
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}
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}
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item.iClient = INVALID_ENT_REFERENCE;
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item.iClient = INVALID_ENT_REFERENCE;
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Call_StartForward(g_hFwd_OnClientItemDeath);
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Call_StartForward(g_hFwd_OnClientItemDeath);
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