You could remove the waits, and have a extra event:
Enemy on finished playing hurt animation, set hurt is false
You set the enemy to attack directly after your hurt thing is over, does that need to be, or is the the attack triggered another way ? (I would assume some click or touch)
You could add is attacking and invert it for the hurt boolean too.
The idea of the boolean here is that it checks states before allowing something to happen.
The for each loop should determine the state of the animations based on the booleans, and the booleans should be set by manual actions or calculations.
Also, you proably should have some idle animation, which could be triggered in the loop with a:
event
not hurt
not attacking
actions
play animation idle