actor MRevenantGrenadier : MRevenant
{
  tag "skeleton grenadier"
  health 450 //300
  radius 20
  height 56
  mass 500
  speed 10
  Scale 0.85

  PainChance "Control", 255
  DamageFactor "Control", 1
  
  // Takes damage from 
  DamageFactor "MarineDamage", 1
  DamageFactor "ImpBallDamage", 0.5
  DamageFactor "ZombiesDamage", 0.5
  DamageFactor "CacoDamage", 0.5
  DamageFactor "FatsoDamage", 0.5
  DamageFactor "KnightDamage", 0.5
  DamageFactor "ArachDamage", 0.5
  DamageFactor "viledamage", 0.5
  DamageFactor "ZombieTankDamage", 0.1
  // immune to
  DamageFactor "SkelDamage", 0
  DamageFactor "SkelDamageGren", 0
  
  Obituary "%o was smashed by skeleton grenadier"
  
  PainThreshold 200 //added
  +ALWAYSFAST //added
  
  states
  {
  Spawn:
    SKEL A 10 A_Look 
	SKEL B 10
	SKEL A 0 Thing_SetSpecial (0,226,409,0,health)
   loop
  See:
    SKEL AABBCCDDEEFF 2 A_Chase
    SKEL A 0 A_JumpIf (special != 226,1) 
	loop	
	SKEL A 0 Thing_SetSpecial (0,226,409,0,health)
	goto see

  Missile:
    SKEL J 10 Bright A_FaceTarget
    SKEL J 0 A_JUMP(76,"TRACER")
	SKEL K 0 A_PlaySoundEx ("weapons/mgren","weapon")
    SKEL K 10 A_CustomMissile ("MRevenantGrenade",58)
	SKEL J 5 Bright A_FaceTarget
	SKEL K 10 A_CustomMissile ("MRevenantGrenade",58)
    GOTO SEE
  TRACER:
    SKEL K 10 A_SkelMissile
    SKEL K 10 A_FaceTarget
    Goto See

  Death.Control:
    TNT1 A 0 ACS_Execute(410,0,8)
	TNT1 A 10
	stop
  Death:
    SKEL A 0 A_GiveToTarget ("MarineExp",4)
    SKEL LM 7
    SKEL N 7 A_Scream
    SKEL O 7 A_NoBlocking
    SKEL P 7 
	SKEL Q 1 A_JumpIf(random(1,3) == 3, 2)
    SKEL Q -1
    stop
		SKEL Q 500
		stop
  }
}


ACTOR MRevenantGrenade : Grenade
{
	Radius 8
	Height 8
	Speed 25
	Damage 20
	Projectile
	BounceCount 0
	Scale 1.5
	-NOGRAVITY
	-NOTELEPORT
	+TELESTOMP //added
	+DOOMBOUNCE
	+DEHEXPLOSION
	+ROCKETTRAIL
	//+GRENADETRAIL
	+EXPLODEONDEATH
	//+USESTBOUNCESOUND
	//+NOBOUNCESOUND //added
	+CANBOUNCEWATER //added
	SeeSound "weapons/mgrenbounce"
	DeathSound "weapon/grenadeexplode" //weapons/rocklx
	Obituary "$OB_GRENADE"
	DamageType "SkelDamageGren"
	States
	{
	Spawn:
		GRN2 ABCDEFGHIJK 3  
		loop
	Death:
		MISL B 8 bright A_Explode
		MISL C 6 bright
		MISL D 4 bright
		stop
	}

}