
//***Che by ChebMaster :D
// Based on my awesome super-intellingent NPCs :D

// ======== Non-commandable NPCs for using anywhere in EDAY ==============================

// NOTE: to nerf them, use ACS map scripts:
// SetUserVariable(<marines tid>, "user_ddgrll_chance", 48); // lowers dodge-rolling chance to 18%
// or
// SetUserVariable(<marines tid>, "user_ddgrll_chance", -1); // disables dodge-rolling completely

// SetUserVariable(<marines tid>, "user_rifle_nerf", 1); // halves the damage (rifle only)
// SetUserVariable(<marines tid>, "user_rifle_nerf", 2); // makes them only inflict 0..1 damage per bullet (rifle only)


ACTOR Marine_Chainsaw_Guarding: Marine_Chainsaw 17823
{
	States
	{
		Spawn:
			PLA1 A 0 NODELAY A_SetUserVar("user_npc_type", 8)
			"----" A 0 A_SetUserVar("user_default_weapon", 3) // chainsaw
			"----" A 0 A_SetUserVar("user_melee_weapon", 3) // chainsaw
			"----" A 0 A_SetUserVar("user_non_commandable", 1) // cannot be ordered to follow or stay
			"----" A 0 A_SetUserVar("user_guard_x", x)
			"----" A 0 A_SetUserVar("user_guard_y", y)
			Goto SetupDefaults
	}
}

ACTOR Marine_Rifle_Guarding: Marine_Rifle 17824
{
	States
	{
		Spawn:
			// sprite important for eday map 01: the marines are dormant
			//  when you see them through the hangar door
			// meaning they are frozen in their first frame!
			SGUA A 0 NODELAY A_SetUserVar("user_npc_type", 0)
			"----" A 0 A_SetUserVar("user_default_weapon", 4) // rifle
			"----" A 0 A_SetUserVar("user_melee_weapon", 1) // punch
			"----" A 0 A_SetUserVar("user_non_commandable", 1) // cannot be ordered to follow or stay
			"----" A 0 A_SetUserVar("user_guard_x", x)
			"----" A 0 A_SetUserVar("user_guard_y", y)
			Goto SetupDefaults
	}
}

ACTOR Marine_Shotgun_Guarding: Marine_Shotgun 17825
{
	States
	{
		Spawn:
			PLA3 A 0 NODELAY A_SetUserVar("user_npc_type", 1)
			"----" A 0 A_SetUserVar("user_default_weapon", 5)
			"----" A 0 A_SetUserVar("user_melee_weapon", 1) // punch (10% chainsaw)
			"----" A 0 A_SetUserVar("user_non_commandable", 1) // cannot be ordered to follow or stay
			"----" A 0 A_SetUserVar("user_guard_x", x)
			"----" A 0 A_SetUserVar("user_guard_y", y)
			Goto SetupDefaults			
	}
}


ACTOR Marine_SSG_Guarding: Marine_SSG 17826
{
	States
	{
		Spawn:
			PLA3 A 0 NODELAY A_SetUserVar("user_npc_type", 6)
			"----" A 0 A_SetUserVar("user_default_weapon", 6)
			"----" A 0 A_SetUserVar("user_melee_weapon", 2) // berserk
			"----" A 0 A_SetUserVar("user_non_commandable", 1) // cannot be ordered to follow or stay
			"----" A 0 A_SetUserVar("user_guard_x", x)
			"----" A 0 A_SetUserVar("user_guard_y", y)
			Goto SetupDefaults			
	}
}


ACTOR Marine_Minigun_Guarding: Marine_Minigun 17827
{
	States
	{
		Spawn:
			PL42 A 0 NODELAY A_SetUserVar("user_npc_type", 2)
			"----" A 0 A_SetUserVar("user_default_weapon", 7) // minigun
			"----" A 0 A_SetUserVar("user_melee_weapon", 2) // punch
			"----" A 0 A_SetUserVar("user_non_commandable", 1) // cannot be ordered to follow or stay
			"----" A 0 A_SetUserVar("user_guard_x", x)
			"----" A 0 A_SetUserVar("user_guard_y", y)
			Goto SetupDefaults
	}
}


ACTOR Marine_Rocket_Guarding: Marine_Rocket 17828
{
	States
	{
		Spawn:	
			PL5S A 0 NODELAY A_SetUserVar("user_npc_type", 3)
			"----" A 0 A_SetUserVar("user_default_weapon", 8)
			"----" A 0 A_SetUserVar("user_melee_weapon", 2) // berserk punch 
			"----" A 0 A_SetUserVar("user_non_commandable", 1) // cannot be ordered to follow or stay
			
			"----" A 0 A_SetUserVar("user_guard_x", x)
			"----" A 0 A_SetUserVar("user_guard_y", y)			
			Goto SetupDefaults
	}
}

ACTOR Marine_PlasmaGun_Guarding: Marine_PlasmaGun 17829
{
	States
	{
		Spawn:
			PLA6 A 0 NODELAY A_SetUserVar("user_npc_type", 4)
			"----" A 0 A_SetUserVar("user_default_weapon", 9) // plasma
			"----" A 0 A_SetUserVar("user_melee_weapon", 2) // berserk punch
			"----" A 0 A_SetUserVar("user_non_commandable", 1) // cannot be ordered to follow or stay
			"----" A 0 A_SetUserVar("user_guard_x", x)
			"----" A 0 A_SetUserVar("user_guard_y", y)
			Goto SetupDefaults
	}
}

ACTOR Marine_Railgun_Guarding: Marine_Railgun 17830
{
	States
	{
		Spawn:
			PLA6 A 0 NODELAY A_SetUserVar("user_npc_type", 5)
			"----" A 0 A_SetUserVar("user_default_weapon", 10)
			"----" A 0 A_SetUserVar("user_melee_weapon", 2) // berserk punch
			"----" A 0 A_SetUserVar("user_non_commandable", 1) // cannot be ordered to follow or stay
			"----" A 0 A_SetUserVar("user_guard_x", x)
			"----" A 0 A_SetUserVar("user_guard_y", y)
			Goto SetupDefaults
	}
}

ACTOR Marine_BFG_Guarding: Marine_BFG 17831
{
	States
	{
		Spawn:
			PLA6 A 0 NODELAY A_SetUserVar("user_npc_type", 7)
			"----" A 0 A_SetUserVar("user_default_weapon", 11)
			"----" A 0 A_SetUserVar("user_melee_weapon", 2) // berserk punch
			"----" A 0 A_SetUserVar("user_non_commandable", 1) // cannot be ordered to follow or stay
			"----" A 0 A_SetUserVar("user_guard_x", x)
			"----" A 0 A_SetUserVar("user_guard_y", y)			
			Goto SetupDefaults
	}
}


ACTOR Marine_AfroGuy_Guarding: Marine_AfroGuy 17832
{
	States
	{
		Spawn:
			MAR2 A 0 NODELAY A_SetUserVar("user_npc_type", 9)
			"----" A 0 A_SetUserVar("user_default_weapon", 4) // rifle
			"----" A 0 A_SetUserVar("user_melee_weapon", 2) // berserk
			"----" A 0 A_SetUserVar("user_non_commandable", 1) // cannot be ordered to follow or stay
			"----" A 0 A_SetUserVar("user_guard_x", x)
			"----" A 0 A_SetUserVar("user_guard_y", y)
			Goto SetupDefaults
	}
}


ACTOR Marine_Athena_Guarding: Marine_Athena 17833
{
	States
	{
		Spawn:
			MAR2 A 0 NODELAY A_SetUserVar("user_npc_type", 10)
			"----" A 0 A_SetUserVar("user_default_weapon", 4) // rifle
			"----" A 0 A_SetUserVar("user_melee_weapon", 1) // punch
			"----" A 0 A_SetUserVar("user_voice_set", CHE_ATHENA)
			"----" A 0 A_SetUserVar("user_non_commandable", 1) // cannot be ordered to follow or stay
			"----" A 0 A_SetUserVar("user_guard_x", x)
			"----" A 0 A_SetUserVar("user_guard_y", y)
			Goto SetupDefaults
	}
}