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