ACTOR TK1GrenadeLauncher : Weapon
{
  Weapon.Kickback 100
  Scale 0.1
  Weapon.AmmoUse 1
	Weapon.AmmoGive 5
	Weapon.AmmoType "TK1Ammo_Grenade"
  Inventory.Icon "TKA3F0"
  Inventory.PickupMessage "Grenade Launcher"
  TAG "Grenade Launcher"
  Obituary  "%o was Knife'd by %k."
  Inventory.PickupSound "Turok1/Weapons/ShotgunSelect"
  States
  {
  Spawn:
    TKA2 E -1
    Loop
  Ready:
	TNT1 A 0 A_PlayWeaponSound ("Turok1/Weapons/GLSelect")
    TK14 A 2 
    TK14 B 2
    TK14 C 2
    TK14 D 2
    TK14 EFGHIJKLMNOPQ 2
    TK14 R -1 A_WeaponReady
    Goto Ready+12
  Deselect:
    TK15 V 2
    TK15 XYZ 2
	TN05 ABCDEF 2
    TK15 Y 0 A_Lower
    wait
  Select: 
    TK14 A 0 A_Raise 
    Loop  
  Fire: 
 	TNT1 A 0 A_PlayWeaponSound ("Turok1/Weapons/GLFire")
	TK14 S 2 A_FireCustomMissile("TK1Grenade", -1, 1, 9, 5)
    TK14 TUVXYZ 2
	TK15 ABCDEFG 2
	TK15 HIJKLMNOPQRSTU 2 A_Refire
    Goto Ready+18
  }
}

ACTOR TK1Grenade
{   
  Speed 25
  DamageType Explosive
  Damage 60
  scale 0.4
        radius 8
  height 8
  Projectile
	  obituary "%o bit the explosive end of %k's Grenade Launcher."
	    -NOGRAVITY
		+DOOMBOUNCE
	+DEHEXPLOSION
  +FORCEXYBILLBOARD
  +GRENADETRAIL
  	BounceType "Doom"
    BounceFactor .7
  BounceCount 7
  +RANDOMIZE
  States
  {
  Spawn:
  Spawn:
    TF06 G 0
    TF06 A 1
    TF06 B 1 
    TF06 C 1 
    TF06 D 1 
    TF06 E 1
	TF06 F 1
	TF06 G 1
	TF06 H 1
	TF06 I 1
	TF06 J 1
    Loop
		Grenade:
		MISL A 1000 A_Die
		Wait
			Detonate:
		MISL B 4 A_Scream
		MISL C 6 A_Detonate
		MISL D 10
		Stop
	Mushroom:
		MISL B 8 A_Mushroom
		Goto Death+1
DEATH:
NULL A 0
TNT1 A 0 A_PlaySound ("Turok1/Weapons/Boom")
NULL A 0 A_ALERTMONSTERS
NULL A 0 A_SPAWNITEMEX("TK1GrenadeBoom",0,0,0,random(0,0),random(0,0),0)
STOP
}}


ACTOR TK1GrenadeBoom
{
SCALE 1.5
	  obituary "%o's chest was given airholes by %k's Grenade Launcher."
+NOGRAVITY
+FORCEXYBILLBOARD
+BRIGHT

STATES
{
SPAWN:
NULL A 0
NULL A 0 A_QUAKE(2,100,1,250,"")
NULL A 0 A_EXPLODE(60,200)
1588 HIJKLMNOPQRST 2
STOP
}}