for(int i = 0; i < sizeof(g_WeaponClasses); i++) { g_iSkins[clientIndex][i] = 0; g_iStatTrak[clientIndex][i] = 0; g_iStatTrakCount[clientIndex][i] = 0; g_NameTag[clientIndex][i] = ""; g_fFloatValue[clientIndex][i] = 0.0; g_iWeaponSeed[clientIndex][i] = -1; } g_iKnife[clientIndex] = 0;