// Function: A_CallStateIfHurt
//
// Description: Calls a special state depending on the object's current health
//
// var1 = if health <= var1 call state
// var2 = if 0 call raisestate; if 1 call meleestate; if 2 call missilestate; else call xdeathstate
//
void A_CallStateIfHurt(mobj_t *actor)
{
int locvar1 = var1;
int locvar2 = var2;
if(actor->health <= locvar1)
{
if(locvar2==0)P_SetMobjState(actor, actor->info->raisestate);
else if(locvar2==1)P_SetMobjState(actor, actor->info->meleestate);
else if(locvar2==2)P_SetMobjState(actor, actor->info->missilestate);
else P_SetMobjState(actor, actor->info->xdeathstate);
}
}