// 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 { }