//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
// $NoKeywords: $
//=============================================================================//

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


class IClientNetworkable;
class C_BaseEntity;
class IClientRenderable;
class ICollideable;
class IClientEntity;
class IClientThinkable;


#include "ihandleentity.h"


// This is the client's version of IUnknown. We may want to use a QueryInterface-like
// mechanism if this gets big.
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
