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[L4D2]Remove attached entities


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King_OXO
Senior Member
Join Date: Dec 2020
Location: Brazil
Old 07-28-2022 , 17:01   [L4D2]Remove attached entities
Reply With Quote #1

does anyone know any script in which to remove all entities attached to the client with one command?

EXEAMPLE: !delete_attach
delete: Wings, LMC and Hats

I tried with my script, but the game crashes

Spoiler


who knew please help me
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Last edited by King_OXO; 07-28-2022 at 17:05.
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Marttt
Veteran Member
Join Date: Jan 2019
Location: Brazil
Old 07-28-2022 , 18:16   Re: [L4D2]Remove attached entities
Reply With Quote #2

You can try using the function made by Silvers in [ANY] Dev Cmds

Test first using "sm_attachments <client>" and check the output, if it does work the code is based on the snipper below.

Note: You may filter other stuff like weapons etc that may be attached as well.

PHP Code:
void GetAttachments(int clientint target)
{
    
char classname[64];

    for( 
int i 12048i++ )
    {
        if( 
IsValidEntity(i) && HasEntProp(iProp_Send"moveparent") && GetEntPropEnt(iProp_Send"moveparent") == target )
        {
            
GetEdictClassname(iclassnamesizeof(classname));
            if( 
target <= MaxClients )
            {
                
ReplyToCommand(client"Attachment %N: %d %s"targeticlassname);
            } else {
                
ReplyToCommand(client"Attachment %d: %d %s"targeticlassname);
            }
        }
    }

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King_OXO
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Join Date: Dec 2020
Location: Brazil
Old 07-28-2022 , 18:55   Re: [L4D2]Remove attached entities
Reply With Quote #3

Quote:
Originally Posted by Marttt View Post
You can try using the function made by Silvers in [ANY] Dev Cmds

Test first using "sm_attachments <client>" and check the output, if it does work the code is based on the snipper below.

Note: You may filter other stuff like weapons etc that may be attached as well.

PHP Code:
void GetAttachments(int clientint target)
{
    
char classname[64];

    for( 
int i 12048i++ )
    {
        if( 
IsValidEntity(i) && HasEntProp(iProp_Send"moveparent") && GetEntPropEnt(iProp_Send"moveparent") == target )
        {
            
GetEdictClassname(iclassnamesizeof(classname));
            if( 
target <= MaxClients )
            {
                
ReplyToCommand(client"Attachment %N: %d %s"targeticlassname);
            } else {
                
ReplyToCommand(client"Attachment %d: %d %s"targeticlassname);
            }
        }
    }

thank you, you always help me
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Dragokas
Veteran Member
Join Date: Nov 2017
Location: Ukraine
Old 08-05-2022 , 15:35   Re: [L4D2]Remove attached entities
Reply With Quote #4

It's better to use plugin-specific commands to clear its stuff, instead of forcibly remove them on your own. You risk having crash if the dependent plugin coded with not enough safety.
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