Team Fortress 2 Source Code as on 22/4/2020
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//========= 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
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