//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Defines the player specific data that is sent only to the player // to whom it belongs. // // $NoKeywords: $ //=============================================================================// #ifndef C_TFPLAYERLOCALDATA_H #define C_TFPLAYERLOCALDATA_H #ifdef _WIN32 #pragma once #endif #include "techtree.h" #include "c_baseobject.h" //----------------------------------------------------------------------------- // Purpose: Player specific data ( sent only to local player, too ) //----------------------------------------------------------------------------- class CTFPlayerLocalData { public: DECLARE_PREDICTABLE(); int m_nInTacticalView; bool m_bKnockedDown; QAngle m_vecKnockDownDir; bool m_bThermalVision; int m_iIDEntIndex; // Resource chunk carrying counts int m_iResourceAmmo[ RESOURCE_TYPES ]; // 0 = Normal resources, 1 = Processed resources // Resource bank int m_iBankResources; // Current amounts of resource in my bank // Objects CUtlVector< CHandle > m_aObjects; // Object sapper placement handling bool m_bAttachingSapper; float m_flSapperAttachmentFrac; bool m_bForceMapOverview; }; #endif // C_TFPLAYERLOCALDATA_H