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nekohook/modules/source2013/sdk/game/server/hl2/hl2_playerlocaldata.h
2020-08-04 13:13:01 -04:00

55 lines
1.5 KiB
C++

//========= 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