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/*
* Strips a player's weapon based on type.
* 
* @param id:	Player id
* @param type:	Weapon type (check enum below for types)
* @param bSwitchIfActive:	Switch to other weapon before stripping 
*							if stripped weapon is currently deployed
* @return:	1 on success, otherwise 0
*
* Ex: 	StripWeapons(id, Secondary);	// Strips secondary weapon with switching if deployed.
*		StripWeapons(iPlayer, C4, false);	// Strips c4 without switching if deployed.
*/
enum /* Weapon types */
{
Primary = 1
, Secondary
, Knife
, Grenades
, C4
};


stock StripWeapons(id, Type, bool: bSwitchIfActive = true)
{
new iReturn;

if(is_user_alive(id))
{
	new iEntity, iWeapon;
	while((iWeapon = GetWeaponFromSlot(id, Type, iEntity)) > 0)
		iReturn = ham_strip_user_weapon(id, iWeapon, Type, bSwitchIfActive);
}

return iReturn;
}


/*
* bugsy
* http://forums.alliedmods.net/showpost.php?p=1575989&postcount=2
*
* Gets a weapon entity id based on inventory slot.
*
* @param id:			Player id
* @param iSlot:		Inventory slot you want to get the weaponid from
* @param &iEntity:		Weapon entity id
* @return:				Weapon CSW_* index on success, otherwise 0
*
* Ex: GetWeaponFromSlot(id, 3, iEntity);	// Should return CSW_KNIFE if player has one. 
*											// Knife is always in 3th slot (if not changed with plugin or something);
*/
stock GetWeaponFromSlot( id , iSlot , &iEntity )
{
if ( !( 1 		return 0;

iEntity = 0;
const m_rgpPlayerItems_Slot0 = 367;
const m_iId = 43;
const XO_WEAPONS = 4;
const XO_PLAYER = 5;

iEntity = get_pdata_cbase( id , m_rgpPlayerItems_Slot0 + iSlot , XO_PLAYER );

return ( iEntity > 0 ) ? get_pdata_int( iEntity , m_iId , XO_WEAPONS ) : 0;
}  


/*
* ConnorMcLeod
* http://forums.alliedmods.net/showpost.php?p=1109747&postcount=42
*
* Strips a player's weapon based on weapon index.
*
* @param id:				Player id
* @param iCswId:			Weapon CSW_* index
* @param iSlot:			Inventory slot (Leave 0 if not sure)
* @param bSwitchIfActive:	Switch weapon if currently deployed
* @return:	1 on success, otherwise 0
*
* Ex: 	ham_strip_user_weapon(id, CSW_M4A1); 	// Strips m4a1 if user has one.
* 		ham_strip_user_weapon(id, CSW_HEGRENADE, _, false);		// Strips HE grenade if user has one 
*																// without switching weapons.
*/
stock ham_strip_user_weapon(id, iCswId, iSlot = 0, bool:bSwitchIfActive = true)
{
new iWeapon
if( !iSlot )
{
	static const iWeaponsSlots[] = {
		-1,
		2, //CSW_P228
		-1,
		1, //CSW_SCOUT
		4, //CSW_HEGRENADE
		1, //CSW_XM1014
		5, //CSW_C4
		1, //CSW_MAC10
		1, //CSW_AUG
		4, //CSW_SMOKEGRENADE
		2, //CSW_ELITE
		2, //CSW_FIVESEVEN
		1, //CSW_UMP45
		1, //CSW_SG550
		1, //CSW_GALIL
		1, //CSW_FAMAS
		2, //CSW_USP
		2, //CSW_GLOCK18
		1, //CSW_AWP
		1, //CSW_MP5NAVY
		1, //CSW_M249
		1, //CSW_M3
		1, //CSW_M4A1
		1, //CSW_TMP
		1, //CSW_G3SG1
		4, //CSW_FLASHBANG
		2, //CSW_DEAGLE
		1, //CSW_SG552
		1, //CSW_AK47
		3, //CSW_KNIFE
		1 //CSW_P90
	}
	iSlot = iWeaponsSlots[iCswId]
}

const XTRA_OFS_PLAYER = 5
const m_rgpPlayerItems_Slot0 = 367

iWeapon = get_pdata_cbase(id, m_rgpPlayerItems_Slot0 + iSlot, XTRA_OFS_PLAYER)

const XTRA_OFS_WEAPON = 4
const m_pNext = 42
const m_iId = 43

while( iWeapon > 0 )
{
	if( get_pdata_int(iWeapon, m_iId, XTRA_OFS_WEAPON) == iCswId )
	{
		break
	}
	iWeapon = get_pdata_cbase(iWeapon, m_pNext, XTRA_OFS_WEAPON)
}

if( iWeapon > 0 )
{
	const m_pActiveItem = 373
	if( bSwitchIfActive && get_pdata_cbase(id, m_pActiveItem, XTRA_OFS_PLAYER) == iWeapon )
	{
		ExecuteHamB(Ham_Weapon_RetireWeapon, iWeapon)
	}

	if( ExecuteHamB(Ham_RemovePlayerItem, id, iWeapon) )
	{
		user_has_weapon(id, iCswId, 0)
		ExecuteHamB(Ham_Item_Kill, iWeapon)
		return 1
	}
}

return 0
} 


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