//========= 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