//========= Copyright © 1996-2005, 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 ); //----------------------------------------------------------------------------- // Nightfall - amckern - amckern@yahoo.com //----------------------------------------------------------------------------- // Purpose: Primed Grenade's (1 Line) //----------------------------------------------------------------------------- CNetworkVar( float, m_flFragTimer ); // Ladder related data CNetworkVar( EHANDLE, m_hLadder ); LadderMove_t m_LadderMove; }; EXTERN_SEND_TABLE(DT_HL2Local); // Uses same send proxy as normal local data tables void* SendProxy_SendLocalDataTable( const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID ); #endif // HL2_PLAYERLOCALDATA_H