ON INIT {
 SET £type "human_guard_ss"
 BEHAVIOR -a FRIENDLY
 SETTARGET PLAYER
 IF (§dead == 2) SET §enemy 1 ACCEPT
 BEHAVIOR MOVE_TO
 SETTARGET -a MARKER_0776
 SET §dead 0
 ACCEPT
}
ON INITEND {
 INVENTORY ADD "Quest_item\\dissident_key\\dissident_key"
 SENDEVENT -ir DURABILITY 100 "57"
 SET £flee_marker "FLEE_MARKER_0032"
 SET £helping_buddy "Human_base_0086"
 ACCEPT
}

ON RELOAD {
 IF (§dead == 1) {
 SET §dead 2 
 REVIVE -i
 }
 ACCEPT
}

ON DIE {
 IF (§dead == 0) SET §dead 1
ACCEPT
}

ON REACHEDTARGET {
 IF (^TARGET == MARKER_0775) {
  BEHAVIOR FRIENDLY
  SETTARGET MARKER_0728
  TIMERguard1 1 15 GOTO GUARD1
  ACCEPT
 }
 IF (^TARGET == MARKER_0776) {
  BEHAVIOR FRIENDLY
  SETTARGET MARKER_0777
  TIMERguard2 1 15 GOTO GUARD2
  ACCEPT
 }
 IF (^TARGET == MARKER_0777) {
  BEHAVIOR FRIENDLY
  SETTARGET MARKER_0776
  TIMERguard3 1 15 GOTO GUARD3
  ACCEPT
 }

ACCEPT
}

>>GUARD1
 IF ( §main_behavior_stacked != 0 ) {
  BEHAVIOR NONE
  SETTARGET NONE
  TIMERoff1 1 3 GOTO GUARD1
  ACCEPT
 }
 BEHAVIOR MOVE_TO
 SETTARGET -a MARKER_0776
 ACCEPT

>>GUARD2
 IF ( §main_behavior_stacked != 0 ) {
  BEHAVIOR NONE
  SETTARGET NONE
  TIMERoff2 1 3 GOTO GUARD2
  ACCEPT
 }
 BEHAVIOR MOVE_TO
 SETTARGET -a MARKER_0777
 ACCEPT

>>GUARD3
 IF ( §main_behavior_stacked != 0 ) {
  BEHAVIOR NONE
  SETTARGET NONE
  TIMERoff3 1 3 GOTO GUARD3
  ACCEPT
 }
 BEHAVIOR MOVE_TO
 SETTARGET -a MARKER_0775
 ACCEPT

ON CHAT {
 IF (#DISSIDENT == 3) {
  SPEAK -p [player_misc_hi_there] nop
  REFUSE
 }
 ACCEPT
}