/*
 * Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
 *
 * Permission to use, copy, modify, and distribute this software for any
 * purpose with or without fee is hereby granted, provided that the above
 * copyright notice and this permission notice appear in all copies.
 *
 * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
 * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
 * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
 * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
 * WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
 * IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
 * OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
 */

/*QUAKED cycler (1 0 0) (-8 -8 -8) (8 8 8)
"targetname"    Name
"target"        Target when triggered.
"killtarget"    Target to kill when triggered.
"angles"        Sets the pitch, yaw and roll angles of the model.
"sequence"      Sets the animation the model should start in. 
"model"         Model file that will be displayed by the entity.

Upon damage, the cycler will switch between all available animation
sequences. This is really for test-maps and showroom entities.

Trivia:
This entity was introduced in Half-Life (1998).
*/

class cycler:CBaseTrigger
{
	void(void) cycler;
	virtual void(void) Respawn;
	virtual void(void) Pain;
};

void
cycler::Pain(void)
{
	if (frame >= modelframecount(modelindex)) {
		frame = 0;
	} else {
		frame += 1;
	}
	health = 9999;
}

void
cycler::Respawn(void)
{
	CBaseEntity::Respawn();
	solid = SOLID_BBOX;
	takedamage = DAMAGE_YES;
	health = 9999;
}

void
cycler::cycler(void)
{
	CBaseEntity::CBaseEntity();
}
