/*
	User variables on DECORATE actors used by FBD and Chebskies-EDAY:
	
	
	
	
	
	
	
	
	user_aggro_at_head - required for the ACS script "FBD_TryReAggroAtHead" used in monster-on-monster headshotting
	user_angle - used by various actors for various purposes
	user_attacking -  a crutch used by all sorts of archviles to compensate for CheckActorState() not existing in Zandronum, including the EDAY specific bosses. Doesn't seem to be used anywhere but I have to review the map scripts of EDAY46 - I suspect it is used there for managing bosses' teleporting.
	user_bleeding_angle - several monsters use this for their "stunned by a powerful headshot and spurting blood from the head" animation, e.g. mancubus, cyberdemon.
	user_bloodpoolsize - doesn't seem to be used, investigate and remove
	user_cantseetarget - doesn't seem to be used, investigate and remove
	user_cooldown - caclets use to this to lower their fireball attack rate to 1/8th that of a cacodemon. If it is on cooldown they circle-strafe instead of attacking,  resulting in swarming behavior.
	user_dont_adjust_aim - used by cyberdemons and duke of hell to fine-tune their aming behavior in various edge-case scenarios
	user_floor_is_lava - used by a lot of corpses that cal the ACS script "FBD_CheckFloorIsLava_V" to explode into charred chunks after one second. This is archaic because I coded this before I learned how to make immediate ACS calls
	user_frustration - the belphegor lord uses this to track how long does the target stay out of sight. He then flies into rage and accelerates.
	user_headshot_stun_limit - used by cyberdemons to limint the number of times they could be stunned via headshot (switches to enraged retaliation after it is reached). Fine-tuned such a way that a regular cyberdemon does this when he has about 1/5th HP left.
	user_head_rel - an expiration counter used by the headbox manager to decay and delete headboxes of monsters no player is aiming at on slaughtermaps. Begins at zero, triggers at the fixed value of 100.0
	user_head_scale	- a fixed point vaalue the offsets from user_head_xyzf are multiplied by. Zero is treated as 1.0.
		Also used by scalable cyberdemons for projectile z calculations and for pitch calculations when performing a saturation attack.
	user_head_tid - used by the headbox manager. Nowadays it's -1 most of the time (means a headbox with a zero TID) but may rarely be positive (in case of monster headshotting monster)
	user_head_type - used by the headbox manager, stores the type of headbox used by the monster. Must be set by the monster's init states otherwise the manager consider this monster doesn't need a headbox.
		The synth marine code uses this to tell NPC mariness from chaos marines (NPCs have no headboxes) in a lot of places in its code.
	user_head_xyzf - a vital part of the headbox manager.
		a packed value: 
			bits 0..7 =x+128, clamped to -128..127
			bits 8..15 =y+128, clamped to -128..127
			bits 16..23 =z, clamped to 1..255
				- all those values are subject to multiplication by monster scale so they work for huge bosses (height ~600) and for scalable monsters
			bit 29 is a command to assume an unique TID, used in monster-on-monster headshotting (currently doesn't work, will invesigate and fix)
		A zero value is a command to terminate
	user_item_no - monster's number, used to detect and terminate lost scripts running without activator and also for debugging
	user_jump_power - pinkies and synth marines cache the jumping power calculations designed to compensate for the decreased gravity in EDAY Mars chapter maps (in the original EDAY pinkies were jumping too high and flying over their target's head and evil marines were sometimes launching themselves so high they died from fall damage)
	user_phase - the DemonEleTech rifle's lightning element's alt fire's projectile uses this to inflict AOE damage every 16th tic.
	user_pitch_adjust - cyberdemons use this for their saturation fire attacks. Store the pitch calculated via an ACS call and only recalculate if the target is visible.
	user_serverside_sfchk - deprecated, to be removed
	user_sleeping - deprecated, assessing removal
	user_spread - used by barons to store the spread of their fan attack calculated via ACS. Unlike the original BD, FBD's barons regulate the spread of this attack to inflict optimum pain from any distnce. Also used by the cyber devastator for similar purposes.
	user_stid - obsolete boss cubes (actors inherited from AbstractBossCubeSpawner) use this to track the TID of the monster they should spawn. To bereviewed and switched to the modern ACS function FBD_TrySpawn().
	user_stun_limit - cacolords use this to limint the number of times they could be flinched to 8 (after reaching it they counter-attack furiously instead)
	user_success - doesn't seem to be used, investigate and remove
	user_targeting_pitch - doesn't seem to be used, investigate and remove 
	user_voice_set - used by the synth marines (NPCs, chaos marines, maradeurs) to store the voice set invoked when the ACS library functions are called to make them say something or grunt in pain.
		FBD supports voices
			CHE_NPC
			CHE_ATHENA
			CHE_TRAITOR
			CHE_MARADEUR_1
			CHE_MARADEUR_2
			CHE_MARADEUR_3
		with sounds
			CHE_HORRIBLESCREAM
			CHE_NAG
			CHE_WATCHIT
			CHE_STAYING
			CHE_FOLLOWING
			CHE_FREED
			CHE_TRIUMPH
			CHE_HAVEATTHEE
	user_vfx_angle - the DemonEleTech rifle's lightning element's alt fire's projectile uses this to cahche random number (so that both Sin() and Cos() are passed the same random number)
	user_vomit - the elder cacolord uses this to count the caclets he is vomiting in his death animation
	user_x - various actors use this for various purposes. E.g.: obsolete boss cube spawners, perpetuaal particles.
	user_y - like user_x
	user_z - like user_x















*/