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//========= Copyright 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;
// 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;
};
#endif // ICLIENTUNKNOWN_H
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