//----------------------------------------------------------------------------- // Drops all weapons, marks the character as not being able to pick up weapons //----------------------------------------------------------------------------- void CTriggerWeaponStrip::StartTouch(CBaseEntity *pOther) { BaseClass::StartTouch( pOther ); if ( PassesTriggerFilters(pOther) == false ) return; CBaseCombatCharacter *pCharacter = pOther->MyCombatCharacterPointer(); if ( m_bKillWeapons ) { for ( int i = 0 ; i < pCharacter->WeaponCount(); ++i ) { CBaseCombatWeapon *pWeapon = pCharacter->GetWeapon( i ); if ( !pWeapon ) continue; pCharacter->Weapon_Drop( pWeapon ); UTIL_Remove( pWeapon ); } return; } // Strip the player of his weapons if ( pCharacter && !pCharacter->IsEFlagSet( EFL_NO_WEAPON_PICKUP ) ) { CBaseCombatWeapon *pBugbait = pCharacter->Weapon_OwnsThisType( "weapon_bugbait" ); if ( pBugbait ) { pCharacter->Weapon_Drop( pBugbait ); UTIL_Remove( pBugbait ); } pCharacter->Weapon_DropAll( true ); pCharacter->AddEFlags( EFL_NO_WEAPON_PICKUP ); } }