//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
// $NoKeywords: $
//=============================================================================//

#ifndef ICLIENTENTITY_H
#define ICLIENTENTITY_H
#ifdef _WIN32
#pragma once
#endif


#include "iclientrenderable.h"
#include "iclientnetworkable.h"
#include "iclientthinkable.h"

struct Ray_t;
class CGameTrace;
typedef CGameTrace trace_t;
class CMouthInfo;
class IClientEntityInternal;
struct SpatializationInfo_t;


//-----------------------------------------------------------------------------
// Purpose: All client entities must implement this interface.
//-----------------------------------------------------------------------------
abstract_class IClientEntity : public IClientUnknown, public IClientRenderable, public IClientNetworkable, public IClientThinkable
{
public:
	// Delete yourself.
	virtual void			Release( void ) = 0;
	
	// Network origin + angles
	virtual const Vector&	GetAbsOrigin( void ) const = 0;
	virtual const QAngle&	GetAbsAngles( void ) const = 0;

	virtual CMouthInfo		*GetMouth( void ) = 0;

	// Retrieve sound spatialization info for the specified sound on this entity
	// Return false to indicate sound is not audible
	virtual bool			GetSoundSpatialization( SpatializationInfo_t& info ) = 0;
};


#endif // ICLIENTENTITY_H