text: //========= Copyright Valve Corporation, All rights reserved. ============//
  //
  // Purpose: 
  //
  // $Workfile:     $
  // $NoKeywords: $
  //=============================================================================//
  
  #if !defined( C_HL2_PLAYERLOCALDATA_H )
  #define C_HL2_PLAYERLOCALDATA_H
  #ifdef _WIN32
  #pragma once
  #endif
  
  
  #include "dt_recv.h"
  
  #include "hl2/hl_movedata.h"
  
  EXTERN_RECV_TABLE( DT_HL2Local );
  
  #ifdef HOE_DLL
  class C_PlayerSquadInfo
  {
  public:
  	DECLARE_CLASS_NOBASE( C_PlayerSquadInfo );
  	DECLARE_SIMPLE_DATADESC();
  	DECLARE_EMBEDDED_NETWORKVAR();
  
  	C_PlayerSquadInfo()
  	{
  	}
  	
  	int frac; // 0-100% duration of die/join/leave
  	int health; // 0-100%
  	enum
  	{
  		PSI_FOLLOW = 0x01,
  		PSI_USEABLE = 0x02,
  		PSI_MEDIC = 0x04,
  		PSI_JOIN = 0x08,
  		PSI_LEAVE = 0x10,
  		PSI_DIED = 0x20,
  	};
      int flags;
  
  };
  #endif // HOE_DLL
  
  class C_HL2PlayerLocalData
  {
  public:
  	DECLARE_PREDICTABLE();
  	DECLARE_CLASS_NOBASE( C_HL2PlayerLocalData );
  	DECLARE_EMBEDDED_NETWORKVAR();
  
  	C_HL2PlayerLocalData();
  
  	float	m_flSuitPower;
  	bool	m_bZooming;
  	int		m_bitsActiveDevices;
  #ifdef HOE_DLL
  	CUtlVector<C_PlayerSquadInfo> m_SquadMembers;
  #else // HOE_DLL
  	int		m_iSquadMemberCount;
  	int		m_iSquadMedicCount;
  	bool	m_fSquadInFollowMode;
  #endif // HOE_DLL
  	bool	m_bWeaponLowered;
  	EHANDLE m_hAutoAimTarget;
  	Vector	m_vecAutoAimPoint;
  	bool	m_bDisplayReticle;
  	bool	m_bStickyAutoAim;
  #ifdef HOE_DLL
  	string_t m_iszLetterNames[32];
  #endif // HOE_DLL
  	bool	m_bAutoAimTarget;
  #ifdef HL2_EPISODIC
  	float	m_flFlashBattery;
  	Vector	m_vecLocatorOrigin;
  #endif
  
  	// Ladder related data
  	EHANDLE			m_hLadder;
  	LadderMove_t	m_LadderMove;
  };
  
  
  #endif
  