// MNetworkVarNames = CHandle< C_BasePlayerWeapon > m_hMyWeapons
// MNetworkVarNames = CHandle< CBasePlayerWeapon> m_hActiveWeapon
// MNetworkVarNames = CHandle< CBasePlayerWeapon> m_hLastWeapon
// MNetworkVarNames = uint16 m_iAmmo
class CPlayer_WeaponServices : public CPlayerPawnComponent
{
public:
// MNetworkEnable
// MNetworkChangeCallback = OnMyWeaponsChanged
C_NetworkUtlVectorBase<CHandle<C_BasePlayerWeapon>> m_hMyWeapons;
// MNetworkEnable
// MNetworkChangeCallback = OnActiveWeaponChanged
CHandle<C_BasePlayerWeapon> m_hActiveWeapon;
// MNetworkEnable
// MNetworkUserGroup = LocalPlayerExclusive
CHandle<C_BasePlayerWeapon> m_hLastWeapon;
// MNetworkEnable
// MNetworkChangeCallback = OnReserveAmmoChanged
uint16 m_iAmmo[32];
};