Actor ThrownGrenade
{
   Radius 3
   Height 3
   Speed 13
   Damage 1
   Scale 0.2
   Gravity 0.2
   BounceFactor 0.4
   SeeSound "weapons/grenadebou"
   ReactionTime 4
   Damagetype PHD
   PROJECTILE
   -NOGRAVITY
   +RANDOMIZE
   +HEXENBOUNCE
   +FORCERADIUSDMG
   +BOUNCEONACTORS
   States
   {
   Spawn:
      HGRN A 0 A_CountDown
      HGRN ABCDEF 4 A_SpawnItemEx("BulletPuff2",0,0,0,0,0,0,0,SXF_CLIENTSIDE)
      Loop
   Death2:
      HGRN G 0 A_PlaySound("weapons/grenadeexp")
      HGRN G 4 A_Explode(350,128)
	  HGRN GHIJ 1 BRIGHT
      Stop
   Death:
      HGRN G 0 A_PlaySound("weapons/grenadeexp")
      HGRN G 4 A_Explode(350,128)
	  HGRN GHIJ 1 BRIGHT A_SpawnItemEx("M67Grenade_Explosion",0,0,0,random(-3,3),random(-3,3),random(2,6),SXF_CLIENTSIDE)
      Stop
   }
}
Actor M67Grenade_Explosion
{
  Radius 1
  Height 1
  Damage 0
  Alpha 0.5
  RenderStyle Add
  +NOBLOCKMAP
  -NOGRAVITY
  +LOWGRAVITY
  +BOUNCEONACTORS
  States
  {
   Spawn:
     MISL BCD 8 BRIGHT
	 TNT1 A -1
     stop
  }
}
Actor M67Grenade_Smoke
{
  Radius 1
  Height 1
  Damage 0
  Alpha 0.5
  RenderStyle Add
  Translation "0:255=80:111"
  +NOBLOCKMAP
  -NOGRAVITY
  +LOWGRAVITY
  +BOUNCEONACTORS
  States
  {
   Spawn:
     MISL BCD 8 BRIGHT
	 TNT1 A -1
     stop
  }
  }
  
Actor thrownade : Ammo
{
  Inventory.Amount 1
  Inventory.MaxAmount 1
  States
  {
   Spawn:
     TNT1 A -1
     Stop
  }
}

Actor GrenadeAmmo : Ammo
{
 Inventory.Amount 4
 Inventory.MaxAmount 4
 States 
 {
  Spawn:
     TNT1 A -1
	 Stop
 }
}