Model CauterizerLightningBoltTrail
{
	Path "Models"
	Skin 0 "Boltblue2.png"
	Model 0 "tracer.md3"
	PITCHFROMMOMENTUM
	Scale 1 2.2 2.2
	FrameIndex LITT B 0 0
}

Model LeadBallBullet
{ 
   Path "Models"
   SKIN 0 "tracer1.tga"
   MODEL 0 "Tracer.md3"
   Scale 1.0 1.0 1.0
   PITCHFROMMOMENTUM 
   
   FrameIndex TRAC A 0 0
}

Model PulverizerTracer
{ 
   Path "Models"
   SKIN 0 "tracer1.tga"
   MODEL 0 "Tracer.md3"
   Scale 1.0 1.0 1.0
   PITCHFROMMOMENTUM 
   
   FrameIndex TRAC A 0 0
}

Model LonghornBullet
{ 
   Path "Models"
   SKIN 0 "tracer1.tga"
   MODEL 0 "Tracer.md3"
   Scale 1.0 1.0 1.0
   PITCHFROMMOMENTUM 
   
   FrameIndex TRAC A 0 0
}

Model LonghornRipperBullet
{ 
   Path "Models"
   SKIN 0 "tracer1.tga"
   MODEL 0 "Tracer.md3"
   Scale 1.0 1.0 1.0
   PITCHFROMMOMENTUM 
   
   FrameIndex TRAC A 0 0
}

Model StruckerPellet
{ 
   Path "Models"
   SKIN 0 "tracer1.tga"
   MODEL 0 "Tracer.md3"
   Scale 1.0 1.0 1.0
   PITCHFROMMOMENTUM 
   
   FrameIndex TRAC A 0 0
}

Model BishopFootprintRight
{
   Path "models"
   Model 0 "bootaprint.md3"
   Skin 0 "bootaprintright.png"
   Scale 16.0 8.0 8.0
   ZOffset 0.7
   FrameIndex BTPR A 0 0 //Sadly needed a dummy frame, as TNT1A didn't want to work. :E
}

Model BishopFootprintLeft
{
   Path "models"
   Model 0 "bootaprint.md3"
   Skin 0 "bootaprintleft.png"
   Scale 16.0 8.0 8.0
   ZOffset 0.7
   FrameIndex BTPR A 0 0
}

Model AirstrikeLockdown
{
   Path "models"
   Model 0 "TargetPainter.md3"
   Skin 0 "TargetPainter.png"
   Scale 350.0 350.0 350.0
   ZOffset 0.7
   FrameIndex PNTR A 0 0
}

Model GiantBloodSpot      // Name of actor in DECORATE
{
   Path "models/bloodspot"    // Path to model in PK3
   Model 0 "bloodspot.md3"    // Model index, model file
   Skin 0 "bigbloodpool.png"     // Model index, texture (can be in any format supported by GZDoom)
   Scale 80.0 80.0 80.0            // Scale values
   ZOffset 0.7
   FrameIndex BPDL A 0 0         // The sprite lump, sprite frame, model index, frame number
}

Model BigBloodSpot      // Name of actor in DECORATE
{
   Path "models/bloodspot"    // Path to model in PK3
   Model 0 "bloodspot.md3"    // Model index, model file
   Skin 0 "bigbloodpool.png"     // Model index, texture (can be in any format supported by GZDoom)
   Scale 80.0 80.0 80.0            // Scale values
   ZOffset 0.7
   FrameIndex BPDL A 0 0         // The sprite lump, sprite frame, model index, frame number
}

Model Brutal_BloodSpot      // Name of actor in DECORATE
{
   Path "models/bloodspot"    // Path to model in PK3
   Model 0 "bloodspot.md3"    // Model index, model file
   Skin 0 "bloodstains.png"     // Model index, texture (can be in any format supported by GZDoom)
   Scale 50.0 50.0 50.0            // Scale values
   ZOffset 0.7
   FrameIndex BPDL B 0 0         // The sprite lump, sprite frame, model index, frame number
}

Model MinuscleBloodSpot      // Name of actor in DECORATE
{
   Path "models/bloodspot"    // Path to model in PK3
   Model 0 "bloodspot.md3"    // Model index, model file
   Skin 0 "bloodpool2.png"     // Model index, texture (can be in any format supported by GZDoom)
   Scale 30.0 30.0 30.0            // Scale values
   ZOffset 0.7
   FrameIndex BPDL A 0 0         // The sprite lump, sprite frame, model index, frame number
}

Model MinuscleBloodSpot      // Name of actor in DECORATE
{
   Path "models/bloodspot"    // Path to model in PK3
   Model 0 "bloodspot.md3"    // Model index, model file
   Skin 0 "bloodpool.png"     // Model index, texture (can be in any format supported by GZDoom)
   Scale 30.0 30.0 30.0            // Scale values
   ZOffset 0.7
   FrameIndex BPDL B 0 0         // The sprite lump, sprite frame, model index, frame number
}


Model Brutal_FlyingBlood      // Name of actor in DECORATE
{
   Path "models/bloodspot"    // Path to model in PK3
   Model 0 "bloodspot.md3"    // Model index, model file
   Skin 0 "bloodpool.png"     // Model index, texture (can be in any format supported by GZDoom)
   Scale 50.0 50.0 50.0            // Scale values
   ZOffset 0.7
   FrameIndex BPDL B 0 0         // The sprite lump, sprite frame, model index, frame number
}

Model Brutal_BloodSpot      // Name of actor in DECORATE
{
   Path "models/bloodspot"    // Path to model in PK3
   Model 0 "bloodspot.md3"    // Model index, model file
   Skin 0 "bloodpoolstains.png"     // Model index, texture (can be in any format supported by GZDoom)
   Scale 50.0 50.0 50.0            // Scale values
   ZOffset 0.7
   FrameIndex BPDL A 0 0         // The sprite lump, sprite frame, model index, frame number
}

Model Brutal_FlyingBlood      // Name of actor in DECORATE
{
   Path "models/bloodspot"    // Path to model in PK3
   Model 0 "bloodspot.md3"    // Model index, model file
   Skin 0 "bloodpool2.png"     // Model index, texture (can be in any format supported by GZDoom)
   Scale 46.0 46.0 46.0            // Scale values
   ZOffset 0.7
   FrameIndex BPDL A 0 0         // The sprite lump, sprite frame, model index, frame number
}


Model CeilBloodSpot      // Name of actor in DECORATE
{
   Path "models/bloodspot"    // Path to model in PK3
   Model 0 "bloodceil.md3"    // Model index, model file
   Skin 0 "bloodstains.png"     // Model index, texture (can be in any format supported by GZDoom)
   Scale 50.0 50.0 50.0            // Scale values
   ZOffset -0.7
   FrameIndex BPDL A 0 0         // The sprite lump, sprite frame, model index, frame number
}

Model CeilBloodSpot      // Name of actor in DECORATE
{
   Path "models/bloodspot"    // Path to model in PK3
   Model 0 "bloodceil.md3"    // Model index, model file
   Skin 0 "bloodstains.png"     // Model index, texture (can be in any format supported by GZDoom)
   Scale 50.0 50.0 50.0            // Scale values
   ZOffset -0.7
   FrameIndex BPDL B 0 0         // The sprite lump, sprite frame, model index, frame number
}

Model MediumBloodSpot      // Name of actor in DECORATE
{
   Path "models/bloodspot"    // Path to model in PK3
   Model 0 "bloodspot.md3"    // Model index, model file
   Skin 0 "bloodpool2.png"     // Model index, texture (can be in any format supported by GZDoom)
   Scale 80.0 80.0 80.0            // Scale values
   ZOffset 0.7
   FrameIndex BPDL A 0 0         // The sprite lump, sprite frame, model index, frame number
}