ACTOR AlternateRailgunner : Railgunner replaces Railgunner
{
  States
  {
  Missile: 
	RPOS E 18 A_FaceTarget
	RPOS E 2
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("CheckForRailgunnerAttack") == 1, "Missile2")
	TNT1 A 0 Bright A_PlaySound("railgunner/chargedshot")
	TNT1 A 0 Bright A_CustomMissile("RailgunImpactRed",30)
	RPOS F 5 Bright A_CustomRailgun(Random(15, 25), 0, "Red", None, RGF_NOPIERCING, 1)
	RPOS E 40
	Goto See
  Missile2: 
	TNT1 A 0 Bright A_PlaySound("monsters/fusionfire")
	RPOS F 5 Bright A_CustomMissile("SpecOpsLaser",30,0,0)
	RPOS E 40
	Goto See
  }
}

ACTOR PureRage2 : PureRage replaces PureRage
{
  States
  {
  Pickup:
	TNT1 A 0 A_GiveInventory("ResistanceGiverThatDoesntFuckingBlindYou",1)
	TNT1 A 0 A_SelectWeapon("Melee")
	TNT1 A 0 A_GiveInventory("PowerStrength")
	TNT1 A 0 HealThing(100,0)
	Stop	
	}
}

ACTOR ResistanceGiverThatDoesntFuckingBlindYou : PowerupGiver
{
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	Inventory.MaxAmount 0
	Powerup.Type HalfDamage
	Powerup.Duration -20
	Powerup.Color None
}