Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_hl2_playerlocaldata.h"
#include "dt_recv.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_RECV_TABLE_NOBASE( C_HL2PlayerLocalData, DT_HL2Local ) RecvPropFloat( RECVINFO(m_flSuitPower) ), RecvPropInt( RECVINFO(m_bZooming) ), RecvPropInt( RECVINFO(m_bitsActiveDevices) ), RecvPropInt( RECVINFO(m_iSquadMemberCount) ), RecvPropInt( RECVINFO(m_iSquadMedicCount) ), RecvPropBool( RECVINFO(m_fSquadInFollowMode) ), RecvPropBool( RECVINFO(m_bWeaponLowered) ), RecvPropEHandle( RECVINFO(m_hAutoAimTarget) ), RecvPropVector( RECVINFO(m_vecAutoAimPoint) ), RecvPropEHandle( RECVINFO(m_hLadder) ), RecvPropBool( RECVINFO(m_bDisplayReticle) ), RecvPropBool( RECVINFO(m_bStickyAutoAim) ), RecvPropBool( RECVINFO(m_bAutoAimTarget) ), #ifdef HL2_EPISODIC
RecvPropFloat( RECVINFO(m_flFlashBattery) ), RecvPropVector( RECVINFO(m_vecLocatorOrigin) ), #endif
END_RECV_TABLE()
BEGIN_PREDICTION_DATA_NO_BASE( C_HL2PlayerLocalData ) DEFINE_PRED_FIELD( m_hLadder, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ), END_PREDICTION_DATA()
C_HL2PlayerLocalData::C_HL2PlayerLocalData() { m_flSuitPower = 0.0; m_bZooming = false; m_iSquadMemberCount = 0; m_iSquadMedicCount = 0; m_fSquadInFollowMode = false; m_bWeaponLowered = false; m_hLadder = NULL; #ifdef HL2_EPISODIC
m_flFlashBattery = 0.0f; m_vecLocatorOrigin = vec3_origin; #endif
}
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