//=============================================================================
// CreatureFactory.
//=============================================================================
class CreatureFactory expands ThingFactory;

var() name Orders;      // creatures from this factory will have these orders
var() name OrderTag;
var pawn	enemy;
var() name AlarmTag;	// alarmtag given to creatures from this factory

function PreBeginPlay()
{
	if ( Level.Game.bNoMonsters )
		Destroy();
	else
		CallParent.PreBeginPlay();
}

Auto State Waiting
{
	function Touch(Actor Other)
	{
		local pawn otherpawn;
	
		otherpawn = Pawn(Other);
		if ( (otherpawn != None) && (!bOnlyPlayerTouched || otherpawn.bIsPlayer) )
		{
			enemy = otherpawn;
			Trigger(other, otherPawn);
		}		
	}
}	
		
