//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $NoKeywords: $ //===========================================================================// #ifndef ICLIENTUNKNOWN_H #define ICLIENTUNKNOWN_H #ifdef _WIN32 #pragma once #endif #include "tier0/platform.h" #include "ihandleentity.h" class IClientNetworkable; class C_BaseEntity; class IClientRenderable; class ICollideable; class IClientEntity; class IClientThinkable; class IClientModelRenderable; class IClientAlphaProperty; // This is the client's version of IUnknown. We may want to use a QueryInterface-like // mechanism if this gets big. abstract_class IClientUnknown : public IHandleEntity { public: virtual ICollideable* GetCollideable() = 0; virtual IClientNetworkable* GetClientNetworkable() = 0; virtual IClientRenderable* GetClientRenderable() = 0; virtual IClientEntity* GetIClientEntity() = 0; virtual C_BaseEntity* GetBaseEntity() = 0; virtual IClientThinkable* GetClientThinkable() = 0; virtual IClientModelRenderable* GetClientModelRenderable() = 0; virtual IClientAlphaProperty* GetClientAlphaProperty() = 0; }; #endif // ICLIENTUNKNOWN_H