bool should_process	(CAI_Stalker &object, const CEntityAlive *enemy)
{
	if (object.agent_manager().enemy().wounded_processed(enemy))
		return			(false);

	ALife::_OBJECT_ID	processor_id = object.agent_manager().enemy().wounded_processor(enemy);
	if ((processor_id != ALife::_OBJECT_ID(-1)) && (processor_id != object.ID()))
		return			(false);

	return				(true);
}
void CScriptGameObject::unregister_in_combat					()
{
	CAI_Stalker							*stalker = smart_cast<CAI_Stalker*>(&object());
	if (!stalker) {
		ai().script_engine().script_log	(ScriptStorage::eLuaMessageTypeError, "CAI_Stalker : cannot access class member unregister_in_combat!");
		return;
	}

	stalker->agent_manager().member().unregister_in_combat(stalker);
}
void CScriptGameObject::group_throw_time_interval	(u32 throw_time_interval)
{
	CAI_Stalker							*stalker = smart_cast<CAI_Stalker*>(&object());
	if (!stalker) {
		ai().script_engine().script_log	(ScriptStorage::eLuaMessageTypeError,"CAI_Stalker : cannot access class member group_throw_time_interval!");
		return;
	}

	stalker->agent_manager().member().throw_time_interval	(throw_time_interval);
}