Actually remove extra wearables.
Old logic was to try to get extra wearables on a non-existent entity.
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000cb2b4dd
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15304a0059
@ -435,9 +435,6 @@ stock TF2_RemoveWeaponSlot(client, slot)
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new weaponIndex;
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new weaponIndex;
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while ((weaponIndex = GetPlayerWeaponSlot(client, slot)) != -1)
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while ((weaponIndex = GetPlayerWeaponSlot(client, slot)) != -1)
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{
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{
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RemovePlayerItem(client, weaponIndex);
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AcceptEntityInput(weaponIndex, "Kill");
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// bug #6206
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// bug #6206
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// papering over a valve bug where a weapon's extra wearables aren't properly removed from the weapon's owner
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// papering over a valve bug where a weapon's extra wearables aren't properly removed from the weapon's owner
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new extraWearable = GetEntPropEnt(weaponIndex, Prop_Send, "m_hExtraWearable");
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new extraWearable = GetEntPropEnt(weaponIndex, Prop_Send, "m_hExtraWearable");
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@ -451,6 +448,9 @@ stock TF2_RemoveWeaponSlot(client, slot)
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{
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{
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TF2_RemoveWearable(client, extraWearable);
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TF2_RemoveWearable(client, extraWearable);
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}
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}
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RemovePlayerItem(client, weaponIndex);
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AcceptEntityInput(weaponIndex, "Kill");
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}
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}
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}
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}
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