//------------------------------------------------------------------------------
//     Stop flapping when killed...
//     This is more convoluted than it needs to be, as you could just
//     set the target to the holder at spawn time, and check to see
//     if the target died...
IfOrdered
  tmpx = selforder
  tmpy = [DEAD]
  IfXIsEqualToY
    tmpargument = ACTIONDA
    DoActionOverride
    KeepAction

//------------------------------------------------------------------------------
End
//------------------------------------------------------------------------------
