class ACTION_MoveToEnemyTimed extends LatentScriptedAction;

var(Action) float TimeLimit;

function bool MoveToGoal()
{
	return true;
}

function Actor GetMoveTargetFor(ScriptedController C)
{
	return C.Enemy;
}

function string GetActionString()
{
	return ActionString@TimeLimit;
}

function bool InitActionFor(ScriptedController C)
{
	if ( C.Enemy == none || C.Enemy.bDeleteMe || C.Enemy.Health <= 0 )
		return false;
		
	C.CurrentAction = self;
	C.SetTimer(TimeLimit, false);
	return true;
}

function bool CompleteWhenTimer()
{
	return true;
}

defaultproperties
{
     ActionString="Move to enemy or wait for timer"
}
