CGrenade *CGrenade::ShootContact( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity )
{
	CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL );
	pGrenade->Spawn();
	// contact grenades arc lower
	pGrenade->pev->gravity = 0.5;// lower gravity since grenade is aerodynamic and engine doesn't know it.
	UTIL_SetOrigin( pGrenade, vecStart );
	pGrenade->pev->velocity = vecVelocity;
	pGrenade->pev->angles = UTIL_VecToAngles (pGrenade->pev->velocity);
	pGrenade->pev->owner = ENT(pevOwner);
	
	// make monsters afaid of it while in the air
	pGrenade->SetThink(&CGrenade:: DangerSoundThink );
	pGrenade->SetNextThink( 0 );
	
	// Tumble in air
	pGrenade->pev->avelocity.x = RANDOM_FLOAT ( -100, -500 );
	
	// Explode on contact
	pGrenade->SetTouch(&CGrenade:: ExplodeTouch );

	pGrenade->pev->dmg = gSkillData.plrDmgM203Grenade;

	return pGrenade;
}
CGrenade * CGrenade:: ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time )
{
	CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL );
	pGrenade->Spawn();
	UTIL_SetOrigin( pGrenade, vecStart );
	pGrenade->pev->velocity = vecVelocity;
	pGrenade->pev->angles = UTIL_VecToAngles(pGrenade->pev->velocity);
	pGrenade->pev->owner = ENT(pevOwner);
	
	pGrenade->SetTouch(&CGrenade:: BounceTouch );	// Bounce if touched
	
	// Take one second off of the desired detonation time and set the think to PreDetonate. PreDetonate
	// will insert a DANGER sound into the world sound list and delay detonation for one second so that 
	// the grenade explodes after the exact amount of time specified in the call to ShootTimed(). 

	pGrenade->pev->dmgtime = gpGlobals->time + time;
	pGrenade->SetThink(&CGrenade:: TumbleThink );
	pGrenade->SetNextThink( 0.1 );
	if (time < 0.1)
	{
		pGrenade->SetNextThink( 0 );
		pGrenade->pev->velocity = Vector( 0, 0, 0 );
	}
		
	pGrenade->pev->sequence = RANDOM_LONG( 3, 6 );
	pGrenade->pev->framerate = 1.0;

	// Tumble through the air
	// pGrenade->pev->avelocity.x = -400;

	pGrenade->pev->gravity = 0.5;
	pGrenade->pev->friction = 0.8;

	SET_MODEL(ENT(pGrenade->pev), "models/hgrenade.mdl");
	pGrenade->pev->dmg = 100;

	return pGrenade;
}