// v2.0.0 -
//::////////////////////////////////////////////////////////////////////////////
//:: FileName:  hark_aca_rest
//::////////////////////////////////////////////////////////////////////////////
/*
   This file is blank because as of yet on rested script's dont seem to be
  firing. The Idea is however if it ever gets fixed you can easily copy and
  paste script into this file and viola, all of your henchmen will be good to
  go. Otherwise you would have to go through every single one of your henchmen
  blueprints and add it manually. I dont know about you but I think that would
  suck so here is a little place holder to make life a little easier.
*/
//::////////////////////////////////////////////////////////////////////////////
#include "hark_i0_generic"
#include "hark_i0_aca"
//::////////////////////////////////////////////////////////////////////////////
void main()
{
  if (!preEvent()) { return; }

  SpeakString(ON_REST);

  if (GetSpawnInCondition(NW_FLAG_EVENT_RESTED))
    { SignalEvent(OBJECT_SELF, EventUserDefined(1010)); }

  postEvent();
}
//::////////////////////////////////////////////////////////////////////////////
