#
# Model Definition File
#
# Any frame of any sprite can be replaced with up to four MD2 models.
# If more than one model is specified for a frame, all the (sub)models
# are rendered at the same time, allowing some special effects like
# translucent muzzle flashes.
#
# The command-line option -mdef can be used to specify the model 
# definition files to load. By default, ModelDef.txt is loaded. Set 
# the console variable "useModels" to one to allow the use of the
# available models.
#
# Selecting the sprite:
# * <sprite name>
#
# The name of each sprite is 4 characters long and is used in the
# sprite frame lumps, for instance CYBR for Doom's Cyberdemon.
#
# Replacing a sprite frame:
# <sprite frame> <md2 file> <frame name> [<skin number>]
#
# The MD2 file name and frame name must be quoted if they contain
# spaces, e.g. "frame one".
#
# If <sprite frame> is a plus character (+), the model is added as a
# submodel to the previous model.
#
# The MD2 file name can be a colon (:) to indicate the same file as
# with the last model definition.
#
# After any model definition line there can be a list of flags:
# ([fullbright] [shadow1] [shadow2] [brightshadow])
#
# The parentheses in the beginning and end of the line are required.
# Place a flags line right after a sprite selection line to set the
# flags for all the models for the sprite. In this case the flags for
# individual frames cancel out the sprite-specific flags.
#
# Make sure there is a newline after the last entry.
#

#
# Example: Some models for JDoom
# (the models and their skins should be in the directory md2)
#

* BAR1
0 md2/barrel.md2 barrel1
1 : barrel2

* ELEC
0 md2/tekpillar.md2 -

* COLU
0 md2/lamp.md2 -

#* TRE2
#0 md2/bigtree.md2 -

#* HEAD
#0 md2/caco.md2 -

# Weird shadowy boss...

#* BOSS
#(shadow2)
#0 md2/baron.md2 "k walk1"
#1 : "k walk2"
#2 : "k walk3"
#3 : "k walk4"
#4 : "k attack1"
#5 : "k attack3"
#6 : "k attack5"

* CYBR
0 md2/cyberdemon.md2 walk1
1 : walk2
2 : walk3
3 : walk4
4 : atka1
6 : pain1
5 : atka1
+ md2/cybershot.md2 atkb1
    (brightshadow)

* CBRA
0 md2/candleabra.md2 -

* COL1
0 md2/tallgpillar.md2 -

* COL2
0 md2/sgpillar.md2 -

* COL3
0 md2/tallrpillar.md2 -

* COL4
0 md2/srpillar.md2 -

* COL6
0 md2/pwskull.md2 -

* STIM
0 md2/stim.md2 -

* POL1
0 md2/twitcher1.md2 -

* POL6
0 md2/twitcher2.md2 pain2
1 : pain4

* GOR1
0 md2/hangtorso.md2 torso7
1 : torso8
2 : torso6

* SMIT
0 md2/stub.md2 -

