// MNetworkVarNames = CHandle< CBasePlayerWeapon > 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
    CNetworkUtlVectorBase<CHandle<CBasePlayerWeapon>> m_hMyWeapons;
    // MNetworkEnable
    // MNetworkChangeCallback = OnActiveWeaponChanged
    CHandle<CBasePlayerWeapon> m_hActiveWeapon;
    // MNetworkEnable
    // MNetworkUserGroup = LocalPlayerExclusive
    CHandle<CBasePlayerWeapon> m_hLastWeapon;
    // MNetworkEnable
    // MNetworkChangeCallback = OnReserveAmmoChanged
    uint16 m_iAmmo[32];
    bool m_bPreventWeaponPickup;
};