+ // An interval for generally sending object positions and stuff
+ float m_recommended_send_interval;
+
+ // Sounds
+ float m_removed_sounds_check_timer;
+ // Mapping from server sound ids to our sound ids
+ std::map<s32, int> m_sounds_server_to_client;
+ // And the other way!
+ std::map<int, s32> m_sounds_client_to_server;
+ // And relations to objects
+ std::map<int, u16> m_sounds_to_objects;
+
+ // Privileges
+ std::set<std::string> m_privileges;
+
+ // Detached inventories
+ // key = name
+ std::map<std::string, Inventory*> m_detached_inventories;
+
+ // Storage for mesh data for creating multiple instances of the same mesh
+ std::map<std::string, std::string> m_mesh_data;
+
+ // own state
+ LocalClientState m_state;
+};