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[STOCK] strip_user_gun


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VEN
Veteran Member
Join Date: Jan 2005
Old 03-30-2006 , 10:33   [STOCK] strip_user_gun
Reply With Quote #1

I made that stock a while ago and never posted it's code.
But since people on this forum asked and continue asking for the code with similar functionality i decided to post that function.

EDIT

Uses fakemeta module and better technique now. See fm_strip_user_gun from the Fakemeta Utilities.

Last edited by VEN; 04-19-2007 at 10:00.
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Paddl
Junior Member
Join Date: Mar 2006
Old 03-30-2006 , 10:34  
Reply With Quote #2

That should be usefull for some people, for an friend of mine it probarly will.
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v3x
Veteran Member
Join Date: Oct 2004
Location: US
Old 03-30-2006 , 10:37  
Reply With Quote #3

Interesting.
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VEN
Veteran Member
Join Date: Jan 2005
Old 03-30-2006 , 13:00  
Reply With Quote #4

I also can post a strip_user_nongun stock for (non-gun weapons and items except knife).
It's not hard either but i don't know if i will do that.
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p3tsin
Senior Member
Join Date: Sep 2005
Location: Finland
Old 04-04-2006 , 04:43  
Reply With Quote #5


really nice job, never came up to my mind..
up to this point ive always used a timer to remove the weapon after making the player drop it (sucks bad)
ty <3
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VEN
Veteran Member
Join Date: Jan 2005
Old 04-05-2006 , 03:01  
Reply With Quote #6

And probably you removed only weaponbox entity or only weapon_* entity? Well, i'd say this isn't a good idea - such methods may crash the server. This is the most common mistake when dealing with weapon removal. While weapon "outside a player" it's consist's from weaponbox entity (visible "box") and weapon_* entity wich linked to that box. Both should be removed and better in the appropriate sequence, i.e. weaponbox, weapon_* entity.
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p3tsin
Senior Member
Join Date: Sep 2005
Location: Finland
Old 04-05-2006 , 05:10  
Reply With Quote #7

yeah, i only removed the weaponbox.. though it never crashed my server
i was wondering earlier what the owner thingy was but forgot to ask, now i know
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