There will be a way to do this but, its going to have to be written by yourself. I’ll give you an idea of how I would go about doing this, the rest is up to you
I would combine _GET_BLIP_INFO_ID_ITERATOR GET_FIRST_BLIP_INFO_ID and GET_NEXT_BLIP_INFO_ID to iterate through all the existing blips. I could then check they exist using DOES_BLIP_EXIST. I would then check that the blip is assigned to a player (see note 1) and then use REMOVE_BLIP to remove it.
Note 1: I don’t know how you would check if the blip is attached to a player exactly but, you could experiment with the natives below and see if you can figure it out
GET_BLIP_INFO_ID_ENTITY_INDEX - then maybe check if the entity is a player?
GET_BLIP_INFO_ID_TYPE - not too sure what the int is… Maybe test around and see if one of then represents a player?
GET_BLIP_SPRITE - then check if it’s a player marker, no guarantee that it is actually a player though