// Same as ACTION_IfMonsterHasEnemy, but can be used with any Pawn (e.g. NPC)
class ACTION_IfHasEnemy extends ScriptedAction;
 
var(Action) float MaxDistance;
 
function ProceedToNextAction( ScriptedController C )
{
        C.ActionNum += 1;
		
		if ( C.Enemy != none && (C.Enemy.bDeleteMe || C.Enemy.Health <= 0) )
			C.Enemy = none;
        if ( C.Enemy == None || (MaxDistance > 0 && vsize(C.Pawn.Location - C.Enemy.Location) > MaxDistance + C.Enemy.CollisionRadius) )
                ProceedToSectionEnd( C );
}
 
function bool StartsSection()
{
        return true;
}

defaultproperties
{
}
