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//============================================================================= // ACTION_IfMonsterHasEnemy. // Conditional on Pawn.Controller.Enemy != None // by SuperApe -- Dec 2005 //============================================================================= class ACTION_IfMonsterHasEnemy extends ScriptedAction; function ProceedToNextAction( ScriptedController C ) { if ( !C.Pawn.IsA('Monster') ) ProceedToSectionEnd( C ); C.ActionNum += 1; if ( C.Pawn.Controller.Enemy == None ) ProceedToSectionEnd( C ); } function bool StartsSection() { return true; } defaultproperties { } |
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