Just make it give knife... and
no
Edit: It works with knife, I just tested it with this: give_user_weapon( id , CSW_KNIFE );
However, you should prevent the give ammo natives from being called:
Code:
give_user_weapon
( index , iWeaponTypeID , iClip=
0 , iBPAmmo=
0 , szWeapon
[]=
"" , maxchars=
0 )
{
if ( !
( CSW_P228 <= iWeaponTypeID <= CSW_P90
) ||
( iClip <
0 ) ||
( iBPAmmo <
0 ) || !
is_user_alive( index
) )
return -1;
new szWeaponName
[ 20 ] , iWeaponEntity ,
bool:bIsGrenade;
const GrenadeBits =
( ( 1 << CSW_HEGRENADE
) |
( 1 << CSW_FLASHBANG
) |
( 1 << CSW_SMOKEGRENADE
) |
( 1 << CSW_C4
) );
if ( ( bIsGrenade =
bool:!!
( GrenadeBits &
( 1 << iWeaponTypeID
) ) ) )
iClip =
clamp( iClip ? iClip : iBPAmmo ,
1 );
get_weaponname( iWeaponTypeID , szWeaponName , charsmax
( szWeaponName
) );
if ( ( iWeaponEntity =
user_has_weapon( index , iWeaponTypeID
) ? find_ent_by_owner
( -1 , szWeaponName , index
) : give_item
( index , szWeaponName
) ) >
0 )
{
if ( iWeaponTypeID != CSW_KNIFE )
{
if ( iClip && !bIsGrenade
)
cs_set_weapon_ammo
( iWeaponEntity , iClip
);
if ( iWeaponTypeID == CSW_C4
)
cs_set_user_plant
( index ,
1 ,
1 );
else
cs_set_user_bpammo
( index , iWeaponTypeID , bIsGrenade ? iClip : iBPAmmo
);
}
if ( maxchars
)
copy( szWeapon , maxchars , szWeaponName
[7] );
}
return iWeaponEntity;
}
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