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//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef HL2_PLAYERLOCALDATA_H
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#define HL2_PLAYERLOCALDATA_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "networkvar.h"
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#include "hl_movedata.h"
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//-----------------------------------------------------------------------------
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// Purpose: Player specific data for HL2 ( sent only to local player, too )
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//-----------------------------------------------------------------------------
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class CHL2PlayerLocalData
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{
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public:
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// Save/restore
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DECLARE_SIMPLE_DATADESC();
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DECLARE_CLASS_NOBASE( CHL2PlayerLocalData );
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DECLARE_EMBEDDED_NETWORKVAR();
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CHL2PlayerLocalData();
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CNetworkVar( float, m_flSuitPower );
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CNetworkVar( bool, m_bZooming );
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CNetworkVar( int, m_bitsActiveDevices );
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CNetworkVar( int, m_iSquadMemberCount );
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CNetworkVar( int, m_iSquadMedicCount );
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CNetworkVar( bool, m_fSquadInFollowMode );
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CNetworkVar( bool, m_bWeaponLowered );
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CNetworkVar( EHANDLE, m_hAutoAimTarget );
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CNetworkVar( Vector, m_vecAutoAimPoint );
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CNetworkVar( bool, m_bDisplayReticle );
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CNetworkVar( bool, m_bStickyAutoAim );
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CNetworkVar( bool, m_bAutoAimTarget );
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#ifdef HL2_EPISODIC
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CNetworkVar( float, m_flFlashBattery );
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CNetworkVar( Vector, m_vecLocatorOrigin );
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#endif
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// Ladder related data
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CNetworkVar( EHANDLE, m_hLadder );
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LadderMove_t m_LadderMove;
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};
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EXTERN_SEND_TABLE(DT_HL2Local);
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#endif // HL2_PLAYERLOCALDATA_H
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