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