Model MudDust		// Name of actor in DECORATE
{
	Path "models/bloodspot"	 // Path to model in PK3
	Model 0 "bloodspot.md3"	 // Model index, model file
	Skin 0 "DIRT.png"	  // Model index, texture (can be in any format supported by GZDoom)
	Scale 40.0 40.0 1.0				// Scale values
	ZOffset 0.6
	FrameIndex DIRP G 0 0			// The sprite lump, sprite frame, model index, frame number
}

Model Tracer // Name of actor in DECORATE
{ 
	Path "Models/Projectiles" // Path to model in PK3
	SKIN 0 "spark1.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 RicochetParticles // Name of actor in DECORATE
{ 
	Path "Models/Projectiles" // Path to model in PK3
	SKIN 0 "spark1.png" // Model index, model file
	MODEL 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
	Scale 0.5 0.5 3.5 // Scale values
	PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles

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

Model RicochetParticles2 // Name of actor in DECORATE
{ 
	Path "Models/Projectiles" // Path to model in PK3
	SKIN 0 "spark1.png" // Model index, model file
	MODEL 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
	Scale 0.5 0.5 3.5 // Scale values
	PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles

	FrameIndex SPKO B 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 3.5 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 MonsterMinigunTracer_SlaughterFest // 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 ShotgunguyTracer_SlaughterFest // 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 ZombieManTracer_SlaughterFest // 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 MarineStrongTracer // 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 1.5 1.5 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 MastermindTracer // 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 MG74 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 DetectFloorCraterNoSplashes	  // 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 DetectFloorCraterBig	  // 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
}

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

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

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

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

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

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

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

Model BloodSplashWaves
{
	Path "Models\Decoration\Splash"
	Model 0 "Splash.md2"
	Skin 0 "bsplash0.png"
	Scale 4.0 4.0 3.0
	FrameIndex BSPH H 0 3
	FrameIndex BSPH H 1 2
}

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

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

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

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

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

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

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

Model Pentagram	// Name of actor in DECORATE
{
	Path "models/bloodspot"	 // Path to model in PK3
	Model 0 "bloodspot.md3"	 // Model index, model file
	Skin 0 "PNTGC0.png"	  // Model index, texture (can be in any format supported by GZDoom)
	Scale 25.0 25.0 1.0				// Scale values
	ZOffset 0.7
	FrameIndex PNTG C 0 0			// The sprite lump, sprite frame, model index, frame number
}

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
}