text: ﻿//========= Copyright Valve Corporation, All rights reserved. ============//
  //
  // Purpose: Defines the player specific data that is sent only to the player
  //			to whom it belongs.
  //
  // $NoKeywords: $
  //=============================================================================//
  
  #ifndef C_TFPLAYERLOCALDATA_H
  #define C_TFPLAYERLOCALDATA_H
  #ifdef _WIN32
  #pragma once
  #endif
  
  #include "techtree.h"
  #include "c_baseobject.h"
  
  //-----------------------------------------------------------------------------
  // Purpose: Player specific data ( sent only to local player, too )
  //-----------------------------------------------------------------------------
  class CTFPlayerLocalData
  {
  public:
  	DECLARE_PREDICTABLE();
  
  	int			m_nInTacticalView;
  
  	bool		m_bKnockedDown;
  	QAngle		m_vecKnockDownDir;
  
  	bool		m_bThermalVision;
  
  	int			m_iIDEntIndex;
  
  	// Resource chunk carrying counts
  	int			m_iResourceAmmo[ RESOURCE_TYPES ];	// 0 = Normal resources, 1 = Processed resources
  
  	// Resource bank
  	int			m_iBankResources;		// Current amounts of resource in my bank
  
  	// Objects
  	CUtlVector< CHandle<C_BaseObject> > m_aObjects;
  
  	// Object sapper placement handling
  	bool		m_bAttachingSapper;
  	float		m_flSapperAttachmentFrac;
  	bool		m_bForceMapOverview;
  };
  
  #endif // C_TFPLAYERLOCALDATA_H
  