Model BD_MudDust      // Name of actor in DECORATE
{
   Path "models/bloodspot"    // Path to model in PK3
   Model 0 "bloodspot.md3"    // Model index, model file
   Skin 0 "DXRT.png"     // Model index, texture (can be in any format supported by GZDoom)
   Scale 80.0 80.0 1.0            // Scale values
   ZOffset 0.6
   FrameIndex DXRP B 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 "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 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 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 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 3.0 3.0 3.0 // 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 BD_MudDustSmall      // Name of actor in DECORATE
{
   Path "models/bloodspot"    // Path to model in PK3
   Model 0 "bloodspot.md3"    // Model index, model file
   Skin 0 "DXRT.png"     // Model index, texture (can be in any format supported by GZDoom)
   Scale 80.0 80.0 1.0            // Scale values
   ZOffset 0.6
   FrameIndex DXRP B 0 0         // The sprite lump, sprite frame, model index, frame number
}



Model Detect_FloorBullet     // Name of actor in DECORATE
{
   Path "models/bulletdecals"    // Path to model in PK3
   Model 0 "buldecground1"    // 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 Detect_CeilBullet     // Name of actor in DECORATE
{
   Path "models/bulletdecals"    // Path to model in PK3
   Model 0 "buldecceil1"    // 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 Detect_FloorCrater     // Name of actor in DECORATE
{
   Path "models/bulletdecals"    // Path to model in PK3
   Model 0 "buldecground1"    // Model index, model file
   Skin 0 "SCORCH2.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 Detect_FloorCraterNoSplashes     // Name of actor in DECORATE
{
   Path "models/bulletdecals"    // Path to model in PK3
   Model 0 "buldecground1"    // Model index, model file
   Skin 0 "SCORCH2.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 Detect_CeilCrater     // Name of actor in DECORATE
{
   Path "models/bulletdecals"    // Path to model in PK3
   Model 0 "BULDECCEIL1"    // Model index, model file
   Skin 0 "SCORCH2.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 Detect_FloorCraterSmall     // Name of actor in DECORATE
{
   Path "models/bulletdecals"    // Path to model in PK3
   Model 0 "buldecground1"    // Model index, model file
   Skin 0 "SCORCH2.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 Detect_CeilCraterSmall     // Name of actor in DECORATE
{
   Path "models/bulletdecals"    // Path to model in PK3
   Model 0 "BULDECCEIL1"    // Model index, model file
   Skin 0 "SCORCH2.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 ShrapnelParticle // 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 3.5 3.5 // 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 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"
   Skin 1 "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"
   Skin 1 "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"
   Skin 1 "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"
   Skin 1 "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"
   Skin 1 "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"
   Skin 1 "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"
   Skin 1 "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"
   Skin 1 "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"
   Skin 1 "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"
   Skin 1 "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"
   Skin 1 "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"
   Skin 1 "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"
   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 SLIM  E 0 0	   FrameIndex SLIM  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 SLIM  F 0 1	   FrameIndex SLIM  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 SLIM  G 0 2	   FrameIndex SLIM  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 SLIM  H 0 3	   FrameIndex SLIM  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 SLIM  I 0 4	   FrameIndex SLIM  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 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
   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
}