//----------------------------------------------------------------------------- // 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; }