//Edit of this function was made my Lat'.
//Description: Pretty much it is A_GuardChase 
//without function to move into PainState, due to lack of shield
//Made for Koopa Mobj

function A_FakeGuardChase(actor)

    actor.reactiontime = $ and $-1 or 0

    local speed = actor.extravalue1*actor.scale

    if actor.flags2 & MF2_AMBUSH
        speed = $ << 1
    end

    if speed and not P_TryMove(actor, actor.x + P_ReturnThrustX(actor, actor.angle, speed), actor.y + P_ReturnThrustY(actor, actor.angle, speed), false) and speed > 0
        if actor.spawnpoint and ((actor.spawnpoint.options & (1|MTF_OBJECTSPECIAL)) == MTF_OBJECTSPECIAL)
            actor.angle = $+ ANGLE_90
        elseif actor.spawnpoint and ((actor.spawnpoint.options & (1|MTF_OBJECTSPECIAL)) == 1)
            actor.angle = $- ANGLE_90
        else
            actor.angle = $+ ANGLE_180
        end
    end

    if actor.extravalue1 < actor.info.speed
        actor.extravalue1 = $+1
    end
end