Szia nem tudom hogy ez jó lesz-e, ha nem akkor bocsi.
#include <amxmodx>
#include <fakemeta>
 
#define PLUGIN "RemoveWeapons"
#define VERSION "1.0.1"
#define AUTHOR "R3X"
 
new gcvarDef,gcvarDrop;
 
public plugin_init() {
	register_plugin(PLUGIN, VERSION, AUTHOR);
	register_forward(FM_SetModel,"fwSetModel",1);
 
	gcvarDrop=register_cvar("amx_remove_dropped","1");
	gcvarDef=register_cvar("amx_remove_default","1");
 
	register_event("HLTV", "eventRoundInit", "a", "1=0", "2=0");
}
public eventRoundInit(){
	new bool:enabled=(get_pcvar_num(gcvarDef)==0)
	new ent=-1;
	do{
		ent=engfunc(EngFunc_FindEntityByString, ent,"classname", "armoury_entity");
		if(pev_valid ( ent )) {
			set_pev(ent, pev_solid, enabled?SOLID_TRIGGER:SOLID_NOT);
			fm_set_rendering(ent,kRenderFxNone, 0,0,0, kRenderTransTexture,enabled?255:0);
		}
	}
	while(ent);
}
public fwSetModel(ent, model[]){
	if(get_pcvar_num(gcvarDrop)==0) return FMRES_IGNORED;
	new szClass[32];
	pev(ent, pev_classname,szClass, 31);
	if(equal(szClass,"weaponbox")){
		if(!equal(model, "models/w_backpack.mdl"))
		{
			dllfunc(DLLFunc_Think, ent);
			return FMRES_HANDLED;
		}
	}else if(equal(szClass,"weapon_shield")){
		engfunc(EngFunc_RemoveEntity, ent);
		return FMRES_HANDLED;
	}
	return FMRES_IGNORED;
}
stock fm_set_rendering(entity, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16) {
	new Float:RenderColor[3]
	RenderColor[0] = float(r)
	RenderColor[1] = float(g)
	RenderColor[2] = float(b)
 
	set_pev(entity, pev_renderfx, fx)
	set_pev(entity, pev_rendercolor, RenderColor)
	set_pev(entity, pev_rendermode, render)
	set_pev(entity, pev_renderamt, float(amount))
 
	return 1
}