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2020-08-04 13:13:01 -04:00

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C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef ICLIENTENTITY_H
#define ICLIENTENTITY_H
#ifdef _WIN32
#pragma once
#endif
#include "iclientnetworkable.h"
#include "iclientrenderable.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