//-----------------------------------------------------------------------------
// Purpose: Returns weapons with the appropriate weapon slot.
//-----------------------------------------------------------------------------
CBaseCombatWeapon* CBaseCombatCharacter::GetWeaponAtSlot( int m_iSlot ) const
{
	for ( int i = 0; i < MAX_WEAPONS; i++ ) 
	{
		CBaseEntity *pWep = dynamic_cast< CBaseEntity* >( m_hMyWeapons[i].Get() );
		CBaseCombatWeapon *Weapon = dynamic_cast< CBaseCombatWeapon* >( pWep );

		if ( m_hMyWeapons[i].Get() && m_iSlot == Weapon->GetSlot() )
		{
			return m_hMyWeapons[i];
		}
	}
	return NULL;
}