void C_BaseCombatCharacter::ForceGlowEffect( void )
{
	if ( m_pGlowEffect )
	{
		DestroyGlowEffect();
	}

	//m_bGlowEnabled = true;

	float r, g, b;
	GetGlowEffectColor( &r, &g, &b );

	m_pGlowEffect = new CGlowObject( this, Vector( r, g, b ), 1.0, true, true );
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_BaseGlowAnimating::UpdateGlowEffect( void )
{
	// destroy the existing effect
	if ( m_pGlowEffect )
	{
		DestroyGlowEffect();
	}

	// create a new effect
	if ( m_bGlowEnabled )
	{
		float r, g, b;
		GetGlowEffectColor( &r, &g, &b );

		m_pGlowEffect = new CGlowObject( this, Vector( r, g, b ), 1.0, true );
	}
}