bool CBaseMonster::bfAssignMonsterAction(CScriptEntityAction *tpEntityAction)
{
	if (!inherited::bfAssignMonsterAction(tpEntityAction)) return false;
	
	CScriptMonsterAction	&l_tAction = tpEntityAction->m_tMonsterAction;	
	if (l_tAction.completed()) return false;

	CEntityAlive *pE = smart_cast<CEntityAlive *>(l_tAction.m_tObject);

	switch(l_tAction.m_tAction) {
		case eGA_Rest:		
			StateMan->force_script_state(eStateRest);	
			break;
		case eGA_Eat:		
			if (pE && !pE->getDestroy() && !pE->g_Alive()){
				CorpseMan.force_corpse(pE);
				StateMan->force_script_state(eStateEat);	
			} else StateMan->force_script_state(eStateRest);	

			break;
		case eGA_Attack:
			if (pE && !pE->getDestroy() && pE->g_Alive()){
				EnemyMan.force_enemy(pE);
				StateMan->force_script_state(eStateAttack);
			} else StateMan->force_script_state(eStateRest);

			break;
		case eGA_Panic:		
			if (pE && !pE->getDestroy() && pE->g_Alive()){
				EnemyMan.force_enemy			(pE);
				StateMan->force_script_state	(eStatePanic);
			} else StateMan->force_script_state	(eStateRest);	
			break;
	}

	m_script_state_must_execute = true;
	return (!l_tAction.m_bCompleted);
}