// Same as ACTION_IfMonsterIsHurt, but can be used with any Pawn (e.g. NPC)
class ACTION_IfIsHurt extends ScriptedAction;
 
var()        int            HealthThreshold;
 
function ProceedToNextAction( ScriptedController C )
{
	C.ActionNum += 1;
	if ( C.Pawn.Health > HealthThreshold )
			ProceedToSectionEnd( C );
}
 
function bool StartsSection()
{
        return true;
}

defaultproperties
{
}
