Model Tracer // Name of actor in DECORATE
{
   Path "Models/Projectiles" // Path to model in PK3
   SKIN 0 "tracer1.tga" // Model index, model file
   MODEL 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
   Scale 4.5 4.5 1.5 // Scale values
   PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles

   FrameIndex TRAC A 0 0 // The sprite lump, sprite frame, model index, frame number
}

//Model Rocket2 // Name of actor in DECORATE
//{
//   Path "Models/Projectiles" // Path to model in PK3
//   SKIN 0 "rocket1.png" // Model index, model file
 //  MODEL 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
 //  Scale 0.5 3.0 3.0 // Scale values
 //  PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles
 //
 //  FrameIndex MISL A 0 0 // The sprite lump, sprite frame, model index, frame number
//}

Model DecorativeTracer // Name of actor in DECORATE
{
   Path "Models/Projectiles" // Path to model in PK3
   SKIN 0 "tracer1.tga" // Model index, model file
   MODEL 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
   Scale 4.5 4.5 1.5 // Scale values
   PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles

   FrameIndex TRAC A 0 0 // The sprite lump, sprite frame, model index, frame number
}

Model MonsterMinigunTracer // Name of actor in DECORATE
{
   Path "Models/Projectiles" // Path to model in PK3
   SKIN 0 "tracer1.tga" // Model index, model file
   MODEL 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
   Scale 4.5 4.5 1.5 // Scale values
   PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles

   FrameIndex TRAC A 0 0 // The sprite lump, sprite frame, model index, frame number
}

Model MonsterTracer // Name of actor in DECORATE
{
   Path "Models/Projectiles" // Path to model in PK3
   SKIN 0 "tracer1.tga" // Model index, model file
   MODEL 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
   Scale 4.5 4.5 1.5 // Scale values
   PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles

   FrameIndex TRAC A 0 0 // The sprite lump, sprite frame, model index, frame number
}

Model ShotgunguyTracer // Name of actor in DECORATE
{
   Path "Models/Projectiles" // Path to model in PK3
   SKIN 0 "tracer1.tga" // Model index, model file
   MODEL 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
   Scale 4.5 4.5 1.5 // Scale values
   PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles

   FrameIndex TRAC A 0 0 // The sprite lump, sprite frame, model index, frame number
}

Model ZombieManTracer // Name of actor in DECORATE
{
   Path "Models/Projectiles" // Path to model in PK3
   SKIN 0 "tracer1.tga" // Model index, model file
   MODEL 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
   Scale 4.5 4.5 1.5 // Scale values
   PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles

   FrameIndex TRAC A 0 0 // The sprite lump, sprite frame, model index, frame number
}

Model MarineTracer // Name of actor in DECORATE
{
   Path "Models/Projectiles" // Path to model in PK3
   SKIN 0 "tracer1.tga" // Model index, model file
   MODEL 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
   Scale 4.5 4.5 1.5 // Scale values
   PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles

   FrameIndex TRAC A 0 0 // The sprite lump, sprite frame, model index, frame number
}

Model MarineWeakTracer // Name of actor in DECORATE
{
   Path "Models/Projectiles" // Path to model in PK3
   SKIN 0 "tracer1.tga" // Model index, model file
   MODEL 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
   Scale 4.5 4.5 1.5 // Scale values
   PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles

   FrameIndex TRAC A 0 0 // The sprite lump, sprite frame, model index, frame number
}

Model MarineShotgunTracer // Name of actor in DECORATE
{
   Path "Models/Projectiles" // Path to model in PK3
   SKIN 0 "tracer1.tga" // Model index, model file
   MODEL 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
   Scale 4.5 4.5 1.5 // Scale values
   PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles

   FrameIndex TRAC A 0 0 // The sprite lump, sprite frame, model index, frame number
}

Model MarineMinigunTracer // Name of actor in DECORATE
{
   Path "Models/Projectiles" // Path to model in PK3
   SKIN 0 "tracer1.tga" // Model index, model file
   MODEL 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
   Scale 4.5 4.5 1.5 // Scale values
   PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles

   FrameIndex TRAC A 0 0 // The sprite lump, sprite frame, model index, frame number
}

Model HeavyMachinegunProjectile // Name of actor in DECORATE
{
   Path "Models/Projectiles" // Path to model in PK3
   SKIN 0 "tracer1.tga" // Model index, model file
   MODEL 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
   Scale 4.5 4.5 1.5 // Scale values
   PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles

   FrameIndex TRAR A 0 0 // The sprite lump, sprite frame, model index, frame number
}

Model HeavyMachinegunProjectileEnemy // Name of actor in DECORATE
{
   Path "Models/Projectiles" // Path to model in PK3
   SKIN 0 "tracer1.tga" // Model index, model file
   MODEL 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
   Scale 4.5 4.5 1.5 // Scale values
   PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles

   FrameIndex TRAR A 0 0 // The sprite lump, sprite frame, model index, frame number
}

Model DetectFloorBullet     // Name of actor in DECORATE
{
   Path "models/bulletdecals"    // Path to model in PK3
   Model 0 "buldecground1.md3"    // Model index, model file
   Skin 0 "BULLETDECAL1.png"     // Model index, texture (can be in any format supported by GZDoom)
   Scale 5.0 5.0 5.0            // Scale values
   ZOffset 0.1
   FrameIndex XXX1 A 0 0         // The sprite lump, sprite frame, model index, frame number
}

Model DetectCeilBullet     // Name of actor in DECORATE
{
   Path "models/bulletdecals"    // Path to model in PK3
   Model 0 "buldecceil1.md3"    // Model index, model file
   Skin 0 "BULLETDECAL1.png"     // Model index, texture (can be in any format supported by GZDoom)
   Scale 5.0 5.0 5.0            // Scale values
   ZOffset 0.1
   FrameIndex XXX1 A 0 0         // The sprite lump, sprite frame, model index, frame number
}

Model DetectFloorCrater     // Name of actor in DECORATE
{
   Path "models/bulletdecals"    // Path to model in PK3
   Model 0 "buldecground1.md3"    // Model index, model file
   Skin 0 "SCORCH1.png"     // Model index, texture (can be in any format supported by GZDoom)
   Scale 10.0 10.0 10.0            // Scale values
   ZOffset 0.1
   FrameIndex XXX1 A 0 0         // The sprite lump, sprite frame, model index, frame number
}

Model DetectFloorCraterNoFire    // Name of actor in DECORATE
{
   Path "models/bulletdecals"    // Path to model in PK3
   Model 0 "buldecground1.md3"    // Model index, model file
   Skin 0 "SCORCH1.png"     // Model index, texture (can be in any format supported by GZDoom)
   Scale 10.0 10.0 10.0            // Scale values
   ZOffset 0.1
   FrameIndex XXX1 A 0 0         // The sprite lump, sprite frame, model index, frame number
}

Model DetectCeilCrater     // Name of actor in DECORATE
{
   Path "models/bulletdecals"    // Path to model in PK3
   Model 0 "buldecceil1.md3"    // Model index, model file
   Skin 0 "SCORCH1.png"     // Model index, texture (can be in any format supported by GZDoom)
   Scale 10.0 10.0 10.0            // Scale values
   ZOffset -0.1
   FrameIndex XXX1 A 0 0         // The sprite lump, sprite frame, model index, frame number
}

Model DetectFloorCraterSmall     // Name of actor in DECORATE
{
   Path "models/bulletdecals"    // Path to model in PK3
   Model 0 "buldecground1.md3"    // Model index, model file
   Skin 0 "SCORCH1.png"     // Model index, texture (can be in any format supported by GZDoom)
   Scale 10.0 10.0 10.0            // Scale values
   ZOffset 0.1
   FrameIndex XXX1 A 0 0         // The sprite lump, sprite frame, model index, frame number
}

Model DetectCeilCraterSmall     // Name of actor in DECORATE
{
   Path "models/bulletdecals"    // Path to model in PK3
   Model 0 "buldecceil1.md3"    // Model index, model file
   Skin 0 "SCORCH1.png"     // Model index, texture (can be in any format supported by GZDoom)
   Scale 10.0 10.0 10.0            // Scale values
   ZOffset -0.1
   FrameIndex XXX1 A 0 0         // The sprite lump, sprite frame, model index, frame number
}

Model SparkX // Name of actor in DECORATE
{
   Path "Models/Projectiles" // Path to model in PK3
   SKIN 0 "tracer1.tga" // Model index, model file
   MODEL 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
   Scale 2.0 2.0 2.0 // Scale values
   PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles

   FrameIndex SPKO A 0 0 // The sprite lump, sprite frame, model index, frame number
}

// Water Splash

Model WaterSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "splash0.png"
   Skin 1 "splash0.png"
   Scale 4.0 4.0 3.0
   FrameIndex SLDG E 0 0	   FrameIndex SLDG E 1 999
}
Model WaterSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "splash0.png"
   Skin 1 "splash0.png"
   Scale 4.0 4.0 3.0
   FrameIndex SLDG F 0 1	   FrameIndex SLDG F 1 0
}

Model WaterSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "splash0.png"
   Skin 1 "splash0.png"
   Scale 4.0 4.0 3.0
   FrameIndex SLDG G 0 2	   FrameIndex SLDG G 1 1
}

Model WaterSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "splash0.png"
   Skin 1 "splash0.png"
   Scale 4.0 4.0 3.0
   FrameIndex SLDG H 0 3	   FrameIndex SLDG H 1 2
}

Model WaterSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "splash0.png"
   Skin 1 "splash0.png"
   Scale 4.0 4.0 3.0
   FrameIndex SLDG I 0 4	   FrameIndex SLDG I 1 3
}

Model WaterSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "splash0.png"
   Skin 1 "splash0.png"
   Scale 4.0 4.0 3.0
   FrameIndex SLDG J 0 5	   FrameIndex SLDG J 1 4
   FrameIndex SLDG K 0 999	   FrameIndex SLDG K 1 999
}

// Blood Splash

Model BloodSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "bsplash0.png"
   Skin 1 "bsplash0.png"
   Scale 4.0 4.0 3.0
   FrameIndex SLDG  E 0 0	   FrameIndex SLDG  E 1 999
}
Model BloodSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "bsplash0.png"
   Skin 1 "bsplash0.png"
   Scale 4.0 4.0 3.0
   FrameIndex SLDG  F 0 1	   FrameIndex SLDG  F 1 0
}

Model BloodSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "bsplash0.png"
   Skin 1 "bsplash0.png"
   Scale 4.0 4.0 3.0
   FrameIndex SLDG  G 0 2	   FrameIndex SLDG  G 1 1
}

Model BloodSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "bsplash0.png"
   Skin 1 "bsplash0.png"
   Scale 4.0 4.0 3.0

   FrameIndex SLDG  H 0 3	   FrameIndex SLDG  H 1 2
}

Model BloodSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "bsplash0.png"
   Skin 1 "bsplash0.png"
   Scale 4.0 4.0 3.0
   FrameIndex SLDG  I 0 4	   FrameIndex SLDG  I 1 3
}

Model BloodSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "bsplash0.png"
   Skin 1 "bsplash0.png"
   Scale 4.0 4.0 3.0
   FrameIndex SLDG  J 0 5	   FrameIndex SLDG  J 1 4
   FrameIndex SLDG  K 0 999	   FrameIndex SLDG  K 1 999
}

//Nukage Splash

Model nukageSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "ssplash0.png"
   Skin 1 "ssplash0.png"
	Scale 4.0 4.0 3.0
   FrameIndex SLDG  E 0 0	   FrameIndex SLDG  E 1 999
}
Model nukageSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "ssplash0.png"
   Skin 1 "ssplash0.png"
	Scale 4.0 4.0 3.0
   FrameIndex SLDG  F 0 1	   FrameIndex SLDG  F 1 0
}

Model nukageSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "ssplash0.png"
   Skin 1 "ssplash0.png"
	Scale 4.0 4.0 3.0
   FrameIndex SLDG  G 0 2	   FrameIndex SLDG  G 1 1
}

Model nukageSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "ssplash0.png"
   Skin 1 "ssplash0.png"
   Scale 4.0 4.0 3.0

   FrameIndex SLDG  H 0 3	   FrameIndex SLDG  H 1 2
}

Model nukageSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "ssplash0.png"
   Skin 1 "ssplash0.png"
	Scale 4.0 4.0 3.0
   FrameIndex SLDG  I 0 4	   FrameIndex SLDG  I 1 3
}

Model nukageSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "ssplash0.png"
   Skin 1 "ssplash0.png"
	Scale 4.0 4.0 3.0
   FrameIndex SLDG  J 0 5	   FrameIndex SLDG  J 1 4
   FrameIndex SLDG  K 0 999	   FrameIndex SLDG  K 1 999
}

//Slime Splashes

Model slimeSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "msplash0.png"
   Skin 1 "msplash0.png"
	Scale 4.0 4.0 3.0
   FrameIndex SLDG  E 0 0	   FrameIndex SLDG  E 1 999
}
Model slimeSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "msplash0.png"
   Skin 1 "msplash0.png"
	Scale 4.0 4.0 3.0
   FrameIndex SLDG  F 0 1	   FrameIndex SLDG  F 1 0
}

Model slimeSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "msplash0.png"
   Skin 1 "msplash0.png"
	Scale 4.0 4.0 3.0
   FrameIndex SLDG  G 0 2	   FrameIndex SLDG  G 1 1
}

Model slimeSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "msplash0.png"
   Skin 1 "msplash0.png"
   Scale 4.0 4.0 3.0
	Scale 4.0 4.0 3.0
   FrameIndex SLDG  H 0 3	   FrameIndex SLDG  H 1 2
}

Model slimeSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "msplash0.png"
   Skin 1 "msplash0.png"
	Scale 4.0 4.0 3.0
   FrameIndex SLDG  I 0 4	   FrameIndex SLDG  I 1 3
}

Model slimeSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "msplash0.png"
   Skin 1 "msplash0.png"
	Scale 4.0 4.0 3.0
   FrameIndex SLDG  J 0 5	   FrameIndex SLDG  J 1 4
   FrameIndex SLDG  K 0 999	   FrameIndex SLDG  K 1 999
}

//Orange Splash

Model OrangeSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "osplash0.png"
   Skin 1 "osplash0.png"
	Scale 4.0 4.0 3.0
   FrameIndex SLDG  E 0 0	   FrameIndex SLDG  E 1 999
}
Model OrangeSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "osplash0.png"
   Skin 1 "osplash0.png"
	Scale 4.0 4.0 3.0
   FrameIndex SLDG  F 0 1	   FrameIndex SLDG  F 1 0
}

Model OrangeSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "osplash0.png"
   Skin 1 "osplash0.png"
	Scale 4.0 4.0 3.0
   FrameIndex SLDG  G 0 2	   FrameIndex SLDG  G 1 1
}

Model OrangeSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "osplash0.png"
   Skin 1 "osplash0.png"
   Scale 4.0 4.0 3.0

   FrameIndex SLDG  H 0 3	   FrameIndex SLDG  H 1 2
}

Model OrangeSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "osplash0.png"
   Skin 1 "osplash0.png"
	Scale 4.0 4.0 3.0
   FrameIndex SLDG  I 0 4	   FrameIndex SLDG  I 1 3
}

Model OrangeSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "osplash0.png"
   Skin 1 "osplash0.png"
	Scale 4.0 4.0 3.0
   FrameIndex SLDG  J 0 5	   FrameIndex SLDG  J 1 4
   FrameIndex SLDG  K 0 999	   FrameIndex SLDG  K 1 999
}

//Purple Splash

Model PurpleSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "psplash0.png"
   Skin 1 "psplash0.png"
	Scale 4.0 4.0 3.0
   FrameIndex SLDG  E 0 0	   FrameIndex SLDG  E 1 999
}
Model PurpleSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "psplash0.png"
   Skin 1 "psplash0.png"
	Scale 4.0 4.0 3.0
   FrameIndex SLDG  F 0 1	   FrameIndex SLDG  F 1 0
}

Model PurpleSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "psplash0.png"
   Skin 1 "psplash0.png"
	Scale 4.0 4.0 3.0
   FrameIndex SLDG  G 0 2	   FrameIndex SLDG  G 1 1
}

Model PurpleSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "psplash0.png"
   Skin 1 "psplash0.png"
   Scale 4.0 4.0 3.0

   FrameIndex SLDG  H 0 3	   FrameIndex SLDG  H 1 2
}

Model PurpleSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "psplash0.png"
   Skin 1 "psplash0.png"
	Scale 4.0 4.0 3.0
   FrameIndex SLDG  I 0 4	   FrameIndex SLDG  I 1 3
}

Model PurpleSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "psplash0.png"
   Skin 1 "psplash0.png"
	Scale 4.0 4.0 3.0
   FrameIndex SLDG  J 0 5	   FrameIndex SLDG  J 1 4
   FrameIndex SLDG  K 0 999	   FrameIndex SLDG  K 1 999
}

//PinaColada Splash

Model PinaColadaSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "qsplash0.png"
   Skin 1 "qsplash0.png"
	Scale 4.0 4.0 3.0
   FrameIndex SLDG  E 0 0	   FrameIndex SLDG  E 1 999
}
Model PinaColadaSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "qsplash0.png"
   Skin 1 "qsplash0.png"
	Scale 4.0 4.0 3.0
   FrameIndex SLDG  F 0 1	   FrameIndex SLDG  F 1 0
}

Model PinaColadaSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "qsplash0.png"
   Skin 1 "qsplash0.png"
	Scale 4.0 4.0 3.0
   FrameIndex SLDG  G 0 2	   FrameIndex SLDG  G 1 1
}

Model PinaColadaSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "qsplash0.png"
   Skin 1 "qsplash0.png"
   Scale 4.0 4.0 3.0

   FrameIndex SLDG  H 0 3	   FrameIndex SLDG  H 1 2
}

Model PinaColadaSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "qsplash0.png"
   Skin 1 "qsplash0.png"
	Scale 4.0 4.0 3.0
   FrameIndex SLDG  I 0 4	   FrameIndex SLDG  I 1 3
}

Model PinaColadaSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "qsplash0.png"
   Skin 1 "qsplash0.png"
	Scale 4.0 4.0 3.0
   FrameIndex SLDG  J 0 5	   FrameIndex SLDG  J 1 4
   FrameIndex SLDG  K 0 999	   FrameIndex SLDG  K 1 999
}

//Tar Splashes

Model TarSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "tsplash0.png"
   Skin 1 "tsplash0.png"
	Scale 4.0 4.0 3.0
   FrameIndex SLDG  E 0 0	   FrameIndex SLDG  E 1 999
}
Model TarSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "tsplash0.png"
   Skin 1 "tsplash0.png"
	Scale 4.0 4.0 3.0
   FrameIndex SLDG  F 0 1	   FrameIndex SLDG  F 1 0
}

Model TarSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "tsplash0.png"
   Skin 1 "tsplash0.png"
	Scale 4.0 4.0 3.0
   FrameIndex SLDG  G 0 2	   FrameIndex SLDG  G 1 1
}

Model TarSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "tsplash0.png"
   Skin 1 "tsplash0.png"
   Scale 4.0 4.0 3.0
	Scale 4.0 4.0 3.0
   FrameIndex SLDG  H 0 3	   FrameIndex SLDG  H 1 2
}

Model TarSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "tsplash0.png"
   Skin 1 "tsplash0.png"
	Scale 4.0 4.0 3.0
   FrameIndex SLDG  I 0 4	   FrameIndex SLDG  I 1 3
}

Model TarSplashWaves
{
   Path "Models\Decoration\Splash"
   Model 0 "Splash.md2"
   Skin 0 "tsplash0.png"
   Skin 1 "tsplash0.png"
	Scale 4.0 4.0 3.0
   FrameIndex SLDG  J 0 5	   FrameIndex SLDG  J 1 4
   FrameIndex SLDG  K 0 999	   FrameIndex SLDG  K 1 999
}

Model BurningPentagram   // Name of actor in DECORATE
{
   Path "models/bloodspot"    // Path to model in PK3
   Model 0 "bloodspot.md3"    // Model index, model file
   Skin 0 "PNTGA0.png"     // Model index, texture (can be in any format supported by GZDoom)
   Scale 100.0 100.0 1.0            // Scale values
   ZOffset 0.8
   FrameIndex PNTG A 0 0         // The sprite lump, sprite frame, model index, frame number
}

Model BurningPentagramBig   // Name of actor in DECORATE
{
   Path "models/bloodspot"    // Path to model in PK3
   Model 0 "bloodspot.md3"    // Model index, model file
   Skin 0 "PNTGA0.png"     // Model index, texture (can be in any format supported by GZDoom)
   Scale 100.0 100.0 1.0            // Scale values
   ZOffset 0.8
   FrameIndex PNTG A 0 0         // The sprite lump, sprite frame, model index, frame number
}

Model PentagramOff   // Name of actor in DECORATE
{
   Path "models/bloodspot"    // Path to model in PK3
   Model 0 "bloodspot.md3"    // Model index, model file
   Skin 0 "PNTGB0.png"     // Model index, texture (can be in any format supported by GZDoom)
   Scale 100.0 100.0 1.0            // Scale values
   ZOffset 0.7
   FrameIndex PNTG B 0 0         // The sprite lump, sprite frame, model index, frame number
   FrameIndex PNTG C 0 0
}

Model PentagramOffbig   // Name of actor in DECORATE
{
   Path "models/bloodspot"    // Path to model in PK3
   Model 0 "bloodspot.md3"    // Model index, model file
   Skin 0 "PNTGB0.png"     // Model index, texture (can be in any format supported by GZDoom)
   Scale 100.0 100.0 1.0            // Scale values
   ZOffset 0.7
   FrameIndex PNTG B 0 0         // The sprite lump, sprite frame, model index, frame number
   FrameIndex PNTG C 0 0
}

Model BDECWhiteFlareLargeFLAT      // Name of actor in DECORATE
{
   Path "models/bloodspot"    // Path to model in PK3
   Model 0 "bloodceil.md3"    // Model index, model file
   Skin 0 "LENTEX.png"     // Model index, texture (can be in any format supported by GZDoom)
   Scale 120.0 120.0 40.0            // Scale values
   ZOffset -0.1
   FrameIndex LENS A 0 0         // The sprite lump, sprite frame, model index, frame number
}