### Grenade Properties #### Generic Grenade Properties **Generic Grenade Propertes** (`GrenadeProp` struct) (15 bytes) 0000 [8]byte [Generic Weapon Info](../GenericWeaponInfo.md) 0008 byte Touchiness 0009 byte Blast radius 000A byte Blast core range 000B byte Blast damage 000C uint8 Attack mass (impact force - pushback on hit) 000D int16 Grenade Flags `Touchiness` defines how likely a grenade is going to chain-explode if another was exploding nearby. > This value influences a calculation, based on a random value, as well as damage percentage. If the resulting number is higher than 7, then a chain-reaction is caused. > In the main game, this value is always `0x00`. `Blast radius` specifies in tiles how far the explosion reaches, including visual effects (EMP scroll, explosion flash). The main damage (from the `Generic Weapon Info`) is applied within the `Blast core range` of the explosion. This damage falls off from the center to the edge of the core range. The `blast damage` is fully applied within the `blast core range`, additionally to the main damage. This damage falls off from the edge of the core range to the edge of the blast radius. **Grenade Flags** (2 bytes) 0x01 Explode on contact 0x02 unused 0x04 Explode by timer 0x08 Explode by vicinity (mine) > The behaviour of grenades is not exclusively governed by the flags field. Some seems to be hardcoded. > For instance, regular grenades marked with "timer" don't offer a time setting in the HUD and explode right after being thrown. > Regular timed grenades marked as "contact" ignore their timer setting, explode on object-contact, but not on floor/wall contact. #### Specific 1 Properties Properties for timed grenades. **Specific 1 Properties** (`TimedGrenadeProp` struct) (3 bytes) 0000 uint8 Minimum time 0001 uint8 Maximum time 0002 uint8 Timing deviation -- always 0x00 `Minimum time` and `maximum time` specify the range, in seconds, timed grenades can be set to. > `Timing deviation` is always set to 0x00. Since it may also let the grenade go off earlier than expected, this may happen while still in the hand - which is presumably why it is unused in the main game.