#region Base
- type: entity
  name: mercenary
  abstract: true
  parent:
  - NFMobNoEquipmentOnGib
  - MobMovementSpeedModifierMelee
  - MobStaminaFodder
  - BaseC3MobHuman
  - MobNonHumanHostileBase
  - MobHumanoidInvetorySimplified
  - MobHumanoidHostileAISimpleRanged
  id: MobMercenaryBase
  description: A mercenary, merc, soldier of fortune, hired gun, dog of war.
  components:
  - type: RandomHumanoidAppearance
    randomizeName: true
  - type: Damageable
    damageModifierSet: MobMercenaryDamageModifierSet
  - type: NpcFactionMember
    factions:
    - MercenariesExpeditionNF
  - type: MobThresholds
    thresholds:
      0: Alive
      80: Critical
      100: Dead
  - type: SlowOnDamage
    speedModifierThresholds:
      48: 0.7
      64: 0.5
  - type: DamageStateVisuals
  - type: RotationVisuals
    defaultRotation: 90
    horizontalRotation: 90
  - type: Butcherable
    butcheringType: Spike
    spawned:
    - id: FoodMeatRotten
      amount: 2
  - type: RechargeBasicEntityAmmo
    rechargeCooldown: 1.5
    rechargeSound:
      path: /Audio/_NF/Effects/silence.ogg
  - type: MeleeWeapon
    attackRate: 1.0
    altDisarm: false
    angle: 0
    animation: WeaponArcPunch
    damage:
      types:
        Slash: 12
        Structural: 20
    soundHit:
      path: /Audio/Weapons/bladeslice.ogg
      params:
        variation: 0.125
  - type: Vocalizer
    hideChat: true
    minVocalizeInterval: 30
    maxVocalizeInterval: 120
  - type: DatasetVocalizer
    dataset: mercenaryhumanoidchatter
  - type: AutoWakeUp

# Variations
#region Tier 1
- type: entity
  name: mercenary soldier
  parent:
  - MobMercenaryBase
  - MobHumanoidHostileAISimpleMelee
  id: MobMercenarySoldierKnife
  description: Low-ranking soldiers armed with a variety of surplus weapons.
  categories: [ HideSpawnMenu ]
  components:
  - type: Loadout
    prototypes:
    - MobHumanoidMercenaryGearMeleeT1
  - type: Sprite
    drawdepth: Mobs
    layers:
    - sprite: _NF/Mobs/Species/Templates/human.rsi
      state: human
    - sprite: Clothing/Uniforms/Jumpsuit/color.rsi
      state: equipped-INNERCLOTHING
      color: "#d3bf86" #"#404029"
    - sprite: Clothing/OuterClothing/Vests/mercwebvest.rsi
      state: equipped-OUTERCLOTHING
    - sprite: Clothing/Mask/merc.rsi
      state: equipped-MASK
    - sprite: Clothing/Head/Helmets/merc_helmet.rsi
      state: equipped-HELMET
    - sprite: _NF/Clothing/Neck/Misc/mercenary_iff.rsi
      state: equipped-NECK-off
    - sprite: _NF/Clothing/Neck/Misc/mercenary_iff.rsi
      state: equipped-NECK-on
      color: "#a9b6bd"
      shader: unshaded
  - type: MeleeWeapon
    attackRate: 1.0
    altDisarm: false
    angle: 0
    animation: WeaponArcPunch
    damage:
      types:
        Slash: 8
        Piercing: 2
        Structural: 20
    soundHit:
      path: /Audio/Weapons/bladeslice.ogg

- type: entity
  name: mercenary soldier
  parent:
  - MobMovementSpeedModifierRanged
  - MobMercenaryBase
  id: MobMercenarySoldierPistol
  description: Low-ranking soldiers armed with a variety of surplus weapons.
  categories: [ HideSpawnMenu ]
  components:
  - type: Loadout
    prototypes:
    - MobHumanoidMercenaryGearRangedT1
  - type: Sprite
    drawdepth: Mobs
    layers:
    - sprite: _NF/Mobs/Species/Templates/human.rsi
      state: human
    - sprite: Clothing/Uniforms/Jumpsuit/color.rsi
      state: equipped-INNERCLOTHING
      color: "#d3bf86"
    - sprite: Clothing/OuterClothing/Vests/mercwebvest.rsi
      state: equipped-OUTERCLOTHING
    - sprite: Clothing/Mask/merc.rsi
      state: equipped-MASK
    - sprite: Clothing/Head/Helmets/merc_helmet.rsi
      state: equipped-HELMET
    - sprite: _NF/Clothing/Neck/Misc/mercenary_iff.rsi
      state: equipped-NECK-off
    - sprite: _NF/Clothing/Neck/Misc/mercenary_iff.rsi
      state: equipped-NECK-on
      color: "#a9b6bd"
      shader: unshaded
  - type: BasicEntityAmmoProvider
    proto: NFCartridgePistol35Overpressure
    capacity: 4
    count: 4
  - type: Gun
    showExamineText: false
    minAngle: 10
    maxAngle: 21
    angleIncrease: 4
    angleDecay: 3
    fireRate: 1
    selectedMode: FullAuto
    availableModes:
    - FullAuto
    soundGunshot: /Audio/Weapons/Guns/Gunshots/pistol.ogg

- type: entity
  name: mercenary soldier
  parent: MobMercenaryBase
  id: MobMercenarySoldierNovalite # No mosin: novalite rifle now
  description: Low-ranking soldiers armed with a variety of surplus weapons.
  categories: [ HideSpawnMenu ]
  components:
  - type: Loadout
    prototypes:
    - MobHumanoidMercenaryGearRangedAltT1
  - type: Sprite
    drawdepth: Mobs
    layers:
    - sprite: _NF/Mobs/Species/Templates/human.rsi
      state: human
    - sprite: Clothing/Uniforms/Jumpsuit/color.rsi
      state: equipped-INNERCLOTHING
      color: "#d3bf86"
    - sprite: Clothing/OuterClothing/Vests/mercwebvest.rsi
      state: equipped-OUTERCLOTHING
    - sprite: Clothing/Mask/merc.rsi
      state: equipped-MASK
    - sprite: Clothing/Head/Helmets/merc_helmet.rsi
      state: equipped-HELMET
    - sprite: _NF/Clothing/Neck/Misc/mercenary_iff.rsi
      state: equipped-NECK-off
    - sprite: _NF/Clothing/Neck/Misc/mercenary_iff.rsi
      state: equipped-NECK-on
      color: "#a9b6bd"
      shader: unshaded
  - type: BasicEntityAmmoProvider
    proto: NFCartridgeRifle20Overpressure
    capacity: 10
    count: 10
  - type: Gun
    showExamineText: false
    fireRate: 0.85
    minAngle: 8
    maxAngle: 20
    angleIncrease: 3
    angleDecay: 3
    selectedMode: SemiAuto
    availableModes:
    - SemiAuto
    soundGunshot: /Audio/Weapons/Guns/Gunshots/ltrifle.ogg

#region Tier 2
- type: entity
  name: mercenary breacher
  parent:
  - MobMercenaryBase
  - MobHumanoidHostileAISimpleMelee
  id: MobMercenaryBreacherMachete
  description: Shock troopers that specialize in using the element of surprise and swift, aggressive action to achieve their objectives.
  categories: [ HideSpawnMenu ]
  components:
  - type: Loadout
    prototypes:
    - MobHumanoidMercenaryGearMeleeT2
  - type: Sprite
    drawdepth: Mobs
    layers:
    - sprite: _NF/Mobs/Species/Templates/human.rsi
      state: human
    - sprite: Clothing/Uniforms/Jumpsuit/color.rsi
      state: equipped-INNERCLOTHING
      color: "#3d5c87"
    - sprite: Clothing/OuterClothing/Armor/security_slim.rsi
      state: equipped-OUTERCLOTHING
    - sprite: Clothing/Mask/gas.rsi
      state: equipped-MASK
    - sprite: Clothing/Head/Helmets/security.rsi
      state: equipped-HELMET
    - sprite: Clothing/Belt/militarywebbing.rsi
      state: equipped-BELT
    - sprite: _NF/Clothing/Neck/Misc/mercenary_iff.rsi
      state: equipped-NECK-off
    - sprite: _NF/Clothing/Neck/Misc/mercenary_iff.rsi
      state: equipped-NECK-on
      color: "#a9b6bd"
      shader: unshaded
  - type: MeleeWeapon
    attackRate: 1.0
    altDisarm: false
    angle: 0
    animation: WeaponArcPunch
    damage:
      types:
        Slash: 15
        Structural: 20
    soundHit:
      path: /Audio/Weapons/bladeslice.ogg

- type: entity
  name: mercenary breacher
  parent:
  - MobMovementSpeedModifierRanged
  - MobMercenaryBase
  id: MobMercenarySoldierRevolver
  description: Shock troopers that specialize in using the element of surprise and swift, aggressive action to achieve their objectives.
  categories: [ HideSpawnMenu ]
  components:
  - type: Loadout
    prototypes:
    - MobHumanoidMercenaryGearRangedT2
  - type: Sprite
    drawdepth: Mobs
    layers:
    - sprite: _NF/Mobs/Species/Templates/human.rsi
      state: human
    - sprite: Clothing/Uniforms/Jumpsuit/color.rsi
      state: equipped-INNERCLOTHING
      color: "#3d5c87"
    - sprite: Clothing/OuterClothing/Coats/hos_trenchcoat.rsi
      state: equipped-OUTERCLOTHING
    - sprite: Clothing/Mask/neckgaiter.rsi
      state: equipped-MASK
    - sprite: Clothing/Eyes/Glasses/sunglasses.rsi
      state: equipped-EYES
    - sprite: Clothing/Head/Hats/hoshat.rsi
      state: equipped-HELMET
    - sprite: _NF/Clothing/Neck/Misc/mercenary_iff.rsi
      state: equipped-NECK-off
    - sprite: _NF/Clothing/Neck/Misc/mercenary_iff.rsi
      state: equipped-NECK-on
      color: "#a9b6bd"
      shader: unshaded
  - type: BasicEntityAmmoProvider
    proto: NFCartridgePistol35Overpressure
    capacity: 6
    count: 6
  - type: Gun
    showExamineText: false
    minAngle: 11
    maxAngle: 25
    angleIncrease: 3
    angleDecay: 3
    fireRate: 2
    selectedMode: SemiAuto
    availableModes:
    - SemiAuto
    soundGunshot: /Audio/Weapons/Guns/Gunshots/pistol.ogg

- type: entity
  name: mercenary breacher
  parent:
  - MobMovementSpeedModifierRanged
  - MobMercenaryBase
  id: MobMercenaryBreacherShotgun
  description: Shock troopers that specialize in using the element of surprise and swift, aggressive action to achieve their objectives.
  categories: [ HideSpawnMenu ]
  components:
  - type: Loadout
    prototypes:
    - MobHumanoidMercenaryGearRangedAltT2
  - type: Sprite
    drawdepth: Mobs
    layers:
    - sprite: _NF/Mobs/Species/Templates/human.rsi
      state: human
    - sprite: Clothing/Uniforms/Jumpsuit/color.rsi
      state: equipped-INNERCLOTHING
      color: "#3d5c87"
    - sprite: Clothing/OuterClothing/Armor/security_slim.rsi
      state: equipped-OUTERCLOTHING
    - sprite: Clothing/Mask/gas.rsi
      state: equipped-MASK
    - sprite: Clothing/Head/Helmets/security.rsi
      state: equipped-HELMET
    - sprite: _NF/Clothing/Neck/Misc/mercenary_iff.rsi
      state: equipped-NECK-off
    - sprite: _NF/Clothing/Neck/Misc/mercenary_iff.rsi
      state: equipped-NECK-on
      color: "#a9b6bd"
      shader: unshaded
  - type: RechargeBasicEntityAmmo
    rechargeCooldown: 2
    rechargeSound:
      path: /Audio/_NF/Effects/silence.ogg
  - type: BasicEntityAmmoProvider
    proto: NFShellShotgunBuckshotOverpressure
    capacity: 1
    count: 1
  - type: Gun
    showExamineText: false
    fireRate: 2
    minAngle: 10
    maxAngle: 20
    angleIncrease: 5
    angleDecay: 3
    selectedMode: SemiAuto
    availableModes:
    - SemiAuto
    soundGunshot: /Audio/Weapons/Guns/Gunshots/shotgun.ogg

#region Tier 3
- type: entity
  name: mercenary paramedic
  parent:
  - MobMovementSpeedModifierRanged
  - MobMercenaryBase
  id: MobMercenarySpecialistMedic
  description: Experienced mercenaries, specialists are practised and proficient in combat or support roles, possibly both.
  categories: [ HideSpawnMenu ]
  components:
  - type: Loadout
    prototypes:
    - MobHumanoidMercenaryGearRangedT3
  - type: Sprite
    drawdepth: Mobs
    layers:
    - sprite: _NF/Mobs/Species/Templates/human.rsi
      state: human
    - sprite: Clothing/Uniforms/Jumpsuit/color.rsi
      state: equipped-INNERCLOTHING
      color: "#2e687a"
    - sprite: Clothing/OuterClothing/Armor/security_slim.rsi
      state: equipped-OUTERCLOTHING
    - sprite: Clothing/Mask/medicalsecurity.rsi
      state: equipped-MASK
    - sprite: Clothing/Head/Helmets/light_riot.rsi
      state: equipped-HELMET
    - sprite: _NF/Clothing/Neck/Misc/mercenary_iff.rsi
      state: equipped-NECK-off
    - sprite: _NF/Clothing/Neck/Misc/mercenary_iff.rsi
      state: equipped-NECK-on
      color: "#a9b6bd"
      shader: unshaded
  - type: ProjectileBatteryAmmoProvider
    proto: NFBulletLaserLow
    fireCost: 100
  - type: BatterySelfRecharger
    autoRecharge: true
    autoRechargeRate: 50
  - type: Battery
    maxCharge: 600
    startingCharge: 600
  - type: Gun
    showExamineText: false
    fireRate: 1
    minAngle: 8
    maxAngle: 20
    angleIncrease: 2
    angleDecay: 3
    selectedMode: SemiAuto
    availableModes:
    - SemiAuto
    soundGunshot: /Audio/Weapons/Guns/Gunshots/laser_cannon.ogg
  - type: MeleeWeapon
    attackRate: 2.0
    altDisarm: false
    angle: 0
    animation: WeaponArcPunch
    damage:
      types:
        Blunt: 5
        Slash: 5
        Piercing: 5
        Structural: 20
    soundHit:
      path: /Audio/Items/drill_hit.ogg

- type: entity
  name: mercenary ranger
  parent:
  - MobMovementSpeedModifierRanged
  - MobMercenaryBase
  id: MobMercenarySpecialistAssault
  categories: [ HideSpawnMenu ]
  components:
  - type: Loadout
    prototypes:
    - MobHumanoidMercenaryGearRangedT3Alt
  - type: Sprite
    drawdepth: Mobs
    layers:
    - sprite: _NF/Mobs/Species/Templates/human.rsi
      state: human
    - sprite: _NF/Clothing/Uniforms/Jumpsuit/military.rsi
      state: equipped-base-top-jumpsuit
      color: "#2e687a"
    - sprite: _NF/Clothing/Uniforms/Jumpsuit/military.rsi
      state: equipped-base-bottom
      color: "#2e687a"
    - sprite: Clothing/OuterClothing/Armor/security_slim.rsi
      state: equipped-OUTERCLOTHING
    - sprite: Clothing/Mask/gassecurity.rsi
      state: equipped-MASK
    - sprite: _NF/Clothing/Head/Hats/nfsd_beret_green.rsi
      state: equipped-HELMET
    - sprite: _NF/Clothing/Neck/Misc/mercenary_iff.rsi
      state: equipped-NECK-off
    - sprite: _NF/Clothing/Neck/Misc/mercenary_iff.rsi
      state: equipped-NECK-on
      color: "#a9b6bd"
      shader: unshaded
  - type: BasicEntityAmmoProvider
    proto: NFCartridgeRifle25Overpressure
    capacity: 2
    count: 2
  - type: RechargeBasicEntityAmmo
    rechargeCooldown: 2
    rechargeSound:
      path: /Audio/_NF/Effects/silence.ogg
  - type: Gun
    showExamineText: false
    fireRate: 4
    minAngle: 8
    maxAngle: 20
    angleIncrease: 4
    angleDecay: 3
    selectedMode: Burst
    availableModes:
    - Burst
    soundGunshot: /Audio/_NF/Weapons/Guns/Gunshots/rifle.ogg

#region Tier 4 - Boss
- type: entity
  name: mercenary captain
  parent:
   - MobHostileBossBase
   - MobMercenaryBase
  id: MobMercenaryCaptain
  description: The leaders of these bands of brigands, a mercenary captain is both cruel and lethally effective. Exercise caution.
  categories: [ HideSpawnMenu ]
  components:
  - type: Loadout
    prototypes:
    - MobHumanoidMercenaryGearTier4Captain
  - type: Sprite
    drawdepth: Mobs
    layers:
    - sprite: _NF/Mobs/Species/Templates/human.rsi
      state: human
    - sprite: Clothing/Uniforms/Jumpsuit/color.rsi
      state: equipped-INNERCLOTHING
      color: "#d3bf86"
    - sprite: Clothing/OuterClothing/Armor/bulletproof.rsi
      state: equipped-OUTERCLOTHING
    - sprite: Clothing/Mask/gassecurity.rsi
      state: equipped-MASK
    - sprite: Clothing/Head/Helmets/security.rsi
      state: equipped-HELMET
    - sprite: Clothing/Belt/militarywebbing.rsi
      state: equipped-BELT
    - sprite: Clothing/Neck/mantles/qmmantle.rsi
      state: equipped-NECK
    - sprite: _NF/Clothing/Neck/Misc/mercenary_iff.rsi
      state: equipped-NECK-off
    - sprite: _NF/Clothing/Neck/Misc/mercenary_iff.rsi
      state: equipped-NECK-on
      color: "#a9b6bd"
      shader: unshaded
  - type: BasicEntityAmmoProvider
    proto: NFCartridgeRifle30Overpressure
    capacity: 10
    count: 10
  - type: Gun
    showExamineText: false
    fireRate: 1
    minAngle: 3
    maxAngle: 20
    angleIncrease: 3
    angleDecay: 3
    selectedMode: SemiAuto
    availableModes:
    - SemiAuto
    soundGunshot: /Audio/Weapons/Guns/Gunshots/sniper.ogg
  - type: EyeCursorOffset
    maxOffset: 10
    pvsIncrease: 1
  # Ghost role stuff
  - type: GhostRole
    allowMovement: true
    name: ghost-role-information-mercenary-captain-dungeon-name
    description: ghost-role-information-mercenary-captain-dungeon-description
    rules: ghost-role-information-dungeon-boss-rules
    raffle:
      settings: default
    mindRoles:
    - MindRoleGhostRoleTeamAntagonist
  - type: GhostTakeoverAvailable
  - type: ActionGun
    action: ActionSideArmFan
    gunProto: GunSideArmFan

- type: entity
  id: GunSideArmFan
  name: trusty Lucky 45
  description: Shoots bullets.
  categories: [ HideSpawnMenu ]
  components:
  - type: RechargeBasicEntityAmmo
    rechargeCooldown: 5
    rechargeSound:
      path: /Audio/Weapons/Guns/MagIn/revolver_magin.ogg
  - type: BasicEntityAmmoProvider
    proto: NFCartridgePistol45Incendiary
    capacity: 6
    count: 6
  - type: Gun
    minAngle: 2
    maxAngle: 8
    fireRate: 6
    selectedMode: FullAuto
    availableModes:
      - FullAuto
    soundGunshot:
      path: /Audio/Weapons/Guns/Gunshots/revolver.ogg
    soundEmpty: null
    projectileSpeed: 30

- type: entity
  id: ActionSideArmFan
  parent: BaseAction
  categories: [ HideSpawnMenu ]
  name: "[color=yellow]Lucky 45[/color]"
  description: "Luck always beats skill, ya weasel. [color=yellow]5 second between ammo recharges.[/color]"
  components:
  - type: Action
    icon: { sprite : _DV/Objects/Weapons/Guns/Revolvers/lucky.rsi, state: icon }
    priority: 2
    itemIconStyle: BigAction
  - type: TargetAction
    checkCanAccess: false
    range: 0
  - type: WorldTargetAction
    event: !type:ActionGunShootEvent

#region Space, Tier 1
- type: entity
  id: MobMercenaryEVAKitTier1
  abstract: true
  components:
  - type: Sprite
    drawdepth: Mobs
    layers:
    # Body
    - sprite: _NF/Mobs/Species/Templates/human.rsi
      state: human
    # Suit
    - sprite: _NF/Clothing/OuterClothing/Suits/eva_color.rsi
      state: equipped-base
      color: "#7b7b3f"
    - sprite: _NF/Clothing/OuterClothing/Suits/eva_color.rsi
      state: equipped-decals-01
      color: "#b8b873"
    - sprite: _NF/Clothing/OuterClothing/Suits/eva_color.rsi
      state: equipped-reinforced-points
      color: "#3e3e48"
    - sprite: _NF/Clothing/OuterClothing/Suits/eva_color.rsi
      state: equipped-breathing-gear
    - sprite: _NF/Clothing/OuterClothing/Suits/eva_color.rsi
      state: equipped-unshaded
      shader: unshaded
    # Gas tank
    - sprite: _NF/Objects/Tanks/o2n2equal.rsi
      state: equipped-SUITSTORAGE
    # Helmet
    - sprite: _NF/Clothing/Head/Helmets/eva_color.rsi
      state: equipped-head-base
      color: "#7b7b3f"
    - sprite: _NF/Clothing/Head/Helmets/eva_color.rsi
      state: equipped-head-reinforced-points
      color: "#27272e"
    - sprite: _NF/Clothing/Head/Helmets/eva_color.rsi
      state: equipped-head-visor
      color: "#f5fc95"
    - sprite: _NF/Clothing/Head/Helmets/eva_color.rsi
      state: equipped-head-light
      shader: unshaded
    # IFF
    - sprite: _NF/Clothing/Neck/Misc/mercenary_iff.rsi
      state: equipped-NECK-off
    - sprite: _NF/Clothing/Neck/Misc/mercenary_iff.rsi
      state: equipped-NECK-on
      color: "#a9b6bd"
      shader: unshaded
  - type: PointLight
    color: "#7b7b3f"
    enabled: true
    radius: 3
    energy: 1
    mask: /Textures/Effects/LightMasks/cone.png
    autoRot: true
    netsync: false

- type: entity
  id: MobMercenarySoldierEVAKnife
  parent:
  - MobMovementSpeedModifierEVAMelee
  - MobMercenaryEVAKitTier1
  - MobMercenarySoldierKnife
  categories: [ HideSpawnMenu ]

- type: entity
  id: MobMercenarySoldierEVAPistol
  parent:
  - MobMovementSpeedModifierEVARanged
  - MobMercenaryEVAKitTier1
  - MobMercenarySoldierPistol
  categories: [ HideSpawnMenu ]

- type: entity
  id: MobMercenarySoldierEVANovalite
  parent:
  - MobMovementSpeedModifierEVARanged
  - MobMercenaryEVAKitTier1
  - MobMercenarySoldierNovalite
  categories: [ HideSpawnMenu ]

#region Space, Tier 2
- type: entity
  id: MobMercenaryEVAKitTier2
  parent: MobMercenaryEVAKitTier1
  abstract: true
  components:
  - type: Sprite
    drawdepth: Mobs
    layers:
    # Body
    - sprite: _NF/Mobs/Species/Templates/human.rsi
      state: human
    # Suit
    - sprite: _NF/Clothing/OuterClothing/Hardsuits/mercenary.rsi
      state: equipped-OUTERCLOTHING
    # Gas tank
    - sprite: _NF/Objects/Tanks/o2n2equal.rsi
      state: equipped-SUITSTORAGE
    # Helmet
    - sprite: _NF/Clothing/Head/Hardsuits/mercenary.rsi
      state: on-equipped-HELMET
    # IFF
    - sprite: _NF/Clothing/Neck/Misc/mercenary_iff.rsi
      state: equipped-NECK-off
    - sprite: _NF/Clothing/Neck/Misc/mercenary_iff.rsi
      state: equipped-NECK-on
      color: "#a9b6bd"
      shader: unshaded

- type: entity
  id: MobMercenaryBreacherEVAMachete
  parent:
  - MobMovementSpeedModifierEVAMelee
  - MobMercenaryEVAKitTier2
  - MobMercenaryBreacherMachete
  categories: [ HideSpawnMenu ]

- type: entity
  id: MobMercenaryBreacherEVARevolver
  parent:
  - MobMovementSpeedModifierEVARanged
  - MobMercenaryEVAKitTier2
  - MobMercenarySoldierRevolver
  categories: [ HideSpawnMenu ]

- type: entity
  id: MobMercenaryBreacherEVAShotgun
  parent:
  - MobMovementSpeedModifierEVARanged
  - MobMercenaryEVAKitTier2
  - MobMercenaryBreacherShotgun
  categories: [ HideSpawnMenu ]

#region Space, Tier 3
- type: entity
  id: MobMercenaryEVAKitTier3
  parent: MobMercenaryEVAKitTier1
  abstract: true
  components:
  - type: Sprite
    drawdepth: Mobs
    layers:
    # Body
    - sprite: _NF/Mobs/Species/Templates/human.rsi
      state: human
    # Suit
    - sprite: _NF/Clothing/OuterClothing/Hardsuits/private_security.rsi
      state: equipped-OUTERCLOTHING
    # Gas tank
    - sprite: _NF/Objects/Tanks/o2n2equal.rsi
      state: equipped-SUITSTORAGE
    # Helmet
    - sprite: _NF/Clothing/Head/Hardsuits/private_security.rsi
      state: on-equipped-HELMET
    # IFF
    - sprite: _NF/Clothing/Neck/Misc/mercenary_iff.rsi
      state: equipped-NECK-off
    - sprite: _NF/Clothing/Neck/Misc/mercenary_iff.rsi
      state: equipped-NECK-on
      color: "#a9b6bd"
      shader: unshaded

- type: entity
  id: MobMercenarySpecialistEVAMedic
  parent:
  - MobMovementSpeedModifierEVARanged
  - MobMercenaryEVAKitTier3
  - MobMercenarySpecialistMedic
  categories: [ HideSpawnMenu ]

- type: entity
  id: MobMercenarySpecialistEVAAssault
  parent:
  - MobMovementSpeedModifierEVARanged
  - MobMercenaryEVAKitTier3
  - MobMercenarySpecialistAssault
  categories: [ HideSpawnMenu ]

#region Space, Tier 4 - Boss
- type: entity
  id: MobMercenaryEVAKitTier4
  parent: MobMercenaryEVAKitTier1
  abstract: true
  components:
  - type: Sprite
    drawdepth: Mobs
    layers:
    # Body
    - sprite: _NF/Mobs/Species/Templates/human.rsi
      state: human
    # Suit
    - sprite: _NF/Clothing/OuterClothing/Hardsuits/scaf.rsi
      state: equipped-OUTERCLOTHING
    # Gas tank
    - sprite: _NF/Objects/Tanks/o2n2equal.rsi
      state: equipped-SUITSTORAGE
    # Helmet
    - sprite: _NF/Clothing/Head/Hardsuits/scaf.rsi
      state: off-equipped-HELMET
    # Mantle
    - sprite: Clothing/Neck/mantles/qmmantle.rsi
      state: equipped-NECK
    # IFF
    - sprite: _NF/Clothing/Neck/Misc/mercenary_iff.rsi
      state: equipped-NECK-off
    - sprite: _NF/Clothing/Neck/Misc/mercenary_iff.rsi
      state: equipped-NECK-on
      color: "#a9b6bd"
      shader: unshaded

- type: entity
  id: MobMercenaryCaptainEVA
  parent:
  - MobMercenaryEVAKitTier4
  - MobMercenaryCaptain
  categories: [ HideSpawnMenu ]
