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