// 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;
};