text: //========= 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 );
  	CNetworkVar( float, m_flFlashBattery );
  	CNetworkVar( Vector, m_vecLocatorOrigin );
  
  	// Ladder related data
  	CNetworkVar( EHANDLE, m_hLadder );
  	LadderMove_t			m_LadderMove;
  };
  
  EXTERN_SEND_TABLE(DT_HL2Local);
  
  
  #endif // HL2_PLAYERLOCALDATA_H
  