#
# 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.
#

* Config
#(autoscale)

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

#HUD WEAPONS



#MONSTERS


* PLAY
14 md2/dgxplod.md2 "frame 1"
15 : blowup0001
16 : blowup0002
17 : blowup0003
18 : blowup0004
19 : blowup0005
20 : blowup0006
21 : blowup0007
22 : blowup0008

* SSWV
0 md2/ss.md2 roam02
1 : roam03
2 : roam05
3 : roam06
4 : attack02
5 : attack03
6 : attack04
7 : paina02
8 : painb01
9 md2/ssdie.md2 death01
10 : death02
11 : death03
12 : death07

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

6 : pain1

7 md2/cyberdie.md2 die2
+ md2/cyberblood.md2 die2

8 md2/cyberdie.md2 die4
+ md2/cyberblood.md2 die4

9 md2/cyberdie.md2 die5
+ md2/cyberblood.md2 die5

10 md2/cyberdie.md2 die6
+ md2/cyberblood.md2 die6

11 md2/cyberdie.md2 die7
+ md2/cyberblood.md2 die7

12 md2/cyberdie.md2 die8
+ md2/cyberblood.md2 die8

13 md2/cyberdie.md2 die9
+ md2/cyberblood.md2 die9

14 md2/cyberdie.md2 die10
+ md2/cyberblood.md2 die10

15 md2/cyberdie.md2 die11
+ md2/cyberblood.md2 die11

# Final
* POSS
0 md2/trooper.md2 walk1
1 : walk2
2 : walk3
3 : walk4
4 : attacka
5 : attackb
6 : attackc
7 md2/trooperdie.md2 die1
8 : die2
9 : die3
10 : die4
11 : die5

# Final
* SPOS
0 md2/sargeant.md2 walk1
1 : walk2
2 : walk3
3 : walk4
4 : attacka
5 : attackb
6 : attackc
7 md2/sargeantdie.md2 die1
8 : die2
9 : die3
10 : die4
11 : die5

# Final
* CPOS
0 md2/chainguy.md2 walk1
1 : walk2
2 : walk3
3 : walk4
4 : attacka
5 : attackb
6 : attackc
7 md2/chaindie.md2 die1
8 : die2
9 : die3
10 : die4
11 : die5
12 : die6
13 : die7

# Final
* SARG
0 md2/demon.md2 pigwalk1
1 : pigwalk2
2 : pigwalk3
3 : pigwalk4
4 : pigattacka
5 : pigattackb
6 : pigattackc
7 : pigpain1
8 : pigpain2
9 md2/demondie.md2 pigdie1
10 : pigdie3
11 : pigdie4
12 : pigdie5
13 : pigdie6

# Final
* TROO
0 md2/imp.md2 walk1
1 : walk2
2 : walk3
3 : attacka
4 : attackb
5 : attackc
6 : pain1
7 : pain2
8 "md2/imp die.md2" die1
9 : die2
10 : die3
11 : die4
12 : die5
13 : die6

# Final
* HEAD
0 md2/caco.md2 -
1 : -
2 : "c atk1"
3 : "c atk2"
4 : "c atk3"
5 : "c pain1"
6 : "c pain2"
7 : "c pain3"
8 md2/cacodie.md2 "c dth1"
9 : "c dth2"
10 : "c dth3"
11 : "c dth6"
#12 : "c dth5"
#13 : "c dth6"

# Final
* SKUL
0 md2/skull.md2 lss1
1 : lss2
2 : lss3
3 : a1
4 : a2
5 : a3
6 : a4
7 : lop1
8 : lop2


* PAIN
0 md2/painelem.md2 painwalk1
1 : painwalk2
2 : painwalk3
3 md2/painattack.md2 painattack2
4 : painattack3
5 : painattack4
6 md2/painelem.md2 painpain1
7 : painpain1
8 : painpain2
9 : painpain2


# Final
* BSPI
0 md2/arachnotron.md2 walk1
1 : walk2
2 : walk3
3 : walk4
4 : walk5
5 : walk6
6 : walk7
7 : attacka
8 : attackb
9 md2/arachattack.md2 attackc
10 md2/arachnotron.md2 attackd
11 md2/arachdeath.md2 death1
12 : death3
13 : death5
14 : death6
15 : death7

# Final
* FATT
0 md2/mancubus.md2 mancwalk1
1 : mancwalk2
2 : mancwalk3
3 : mancwalk4
4 : mancwalk5
5 : mancwalk6
6 : mancattack2
7 md2/mancattack.md2 mancatkc2
8 md2/mancubus.md2 mancpain1 
9 : mancpain2
10 md2/mancdeath.md2 mancdeath1 
11 : mancdeath2
12 : mancdeath3
13 : mancdeath4
14 : mancdeath5
15 : mancdeath6
16 : mancdeath7
17 : mancdeath8
18 : mancdeath9
19 : mancdeath9

# Pink minotaur
* BOSS
(shadow1)
0 md2/baron.md2 "k walk1"
1 : "k walk2"
2 : "k walk3"
3 : "k walk4"
4 : "k attack1"
5 : "k attack3"
6 : "k attack5"
7 : "k pain2"
8 md2/barondie.md2 "k die1"
9 : "k die2"
10 : "k die3"
11 : "k die4"
12 : "k die5"
13 : "k die6"
14 : "k die7"

# Brown minotaur
* BOS2
0 md2/k.md2 "k walk1"
1 : "k walk2"
2 : "k walk3"
3 : "k walk4"
4 : "k walk5"
5 : "k walk6"
6 : "k walk7"
7 : "k attack1"
8 : "k attack2"
9 : "k attack3"
10 md2/knidie.md2 "k die1"
11 : "k die2"
12 : "k die4"
13 : "k die6"
14 : "k die7"

# Archvile
* VILE
0 md2/archvile.md2 run1
1 : run2
2 : run3
3 : run4
4 : run5
5 : run6
6 : run7
7 : run8

*VILE
8 md2/archattack.md2 atk1
+ md2/archfire.md2 atk1
(brightshadow)


*VILE
9 md2/archattack.md2 atk2
+ md2/archfire.md2 atk2
(brightshadow)

*VILE
10 md2/archattack.md2 atk3
+ md2/archfire.md2 atk3
(brightshadow)

*VILE
11 md2/archattack.md2 atk4
+ md2/archfire.md2 atk4
(brightshadow)

*VILE
12 md2/archattack.md2 atk5
+ md2/archfire.md2 atk5
(brightshadow)

*VILE
13 md2/archattack.md2 atk7
+ md2/archfire.md2 atk7
(brightshadow)

*VILE
14 md2/archattack.md2 atk8
+ md2/archfire.md2 atk8
(brightshadow)

*VILE
15 md2/archattack.md2 atk9
+ md2/archfire.md2 atk9
(brightshadow)

*VILE
16 md2/archattack.md2 atk10
+ md2/archfire.md2 atk10
(brightshadow)

*VILE
17 md2/archattack.md2 atk11
+ md2/archfire.md2 atk11
(brightshadow)

*VILE
18 md2/archdie.md2 die1
19 : die2
20 : die3
21 : die4
22 : die5
23 : die6
24 : die7
25 : die8
26 md2/archvile.md2 res1
27 : res2
28 : res3

*SKEL
0 md2/revenant.md2 walk1
1 : walk2
2 : walk3
3 : walk4
4 : walk5
5 : walk6
6 : walk7
7 : hit1
8 : hit2
9 : hit3
10 : hit4
11 : atka1
12 : atka2
13 : atkb3
14 "md2/rev die.md2" die1
15 : die3
16 : die5


* BOSF
0 md2/boscub.md2 c1
1 : c2
2 : c3
3 : c4

#WEAPONS and AMMO

* CSAW
0 md2/gsaw.md2 -

* SHOT
0 md2/gshotgun.md2 -
(spin)

* SGN2
0 md2/supergun.md2 -

* SHEL
0 md2/shells.md2 -

* SBOX
0 md2/shellbox.md2 -

* MGUN
0 md2/gchain.md2 -

* AMMO
0 md2/bigammo.md2 -

* CLIP
0 md2/clip.md2 -

* PLAS
0 md2/gplasma.md2 -

* CELL
0 md2/cell.md2 -

* CELP
0 md2/bigcells.md2 -

* LAUN
0 md2/grocketlnchr.md2 -

* ROCK
0 md2/rocket.md2 -

* BROK
0 md2/rocketbox.md2 -

* BFUG
0 md2/gbfg.md2 -

* MISL
(movpitch)
0 md2/rocketair.md2 -

#ITEMS

* PMAP
0 md2/commap.md2 comp1
1 : comp4
2 : comp7
3 : comp10

* BON1
(brightshadow)
0 md2/bottle.md2 -
1 : -
2 : -
3 : -

* BON2
0 md2/helmet.md2 -
1 : -
2 : -
3 : -

* ARM1
(spin)
0 md2/greenarmor.md2 -
1 : -

* ARM2
0 md2/bluearmor.md2 -
1 : -

* PINV
0 md2/god.md2 god1
(shadow2)
1 : god2
(shadow1)
2 : god3
(shadow2)
3 : god4
(shadow1)

* PINS
0 md2/invis.md2 invis1
(shadow2)
1 : invis2
(shadow1)
2 : invis3
(shadow2)
3 : invis4
(shadow1)

* SOUL
0 md2/soul.md2 soul1
(shadow2)
1 : soul2
(shadow1)
2 : soul3
(shadow2)
3 : soul4
(shadow1)

* MEGA
0 md2/mega.md2 mega1
(shadow2)
1 : mega2
(shadow1)
2 : mega3
(shadow2)
3 : mega4
(shadow1)

* RSKU
0 md2/skullkeyred.md2 skullkeyred1
1 : skullkeyred2

* BSKU
0 md2/skullkeyblue.md2 skullkeyblue1
1 : skullkeyblue2

* YSKU
0 md2/skullkeyyellow.md2 skullkeyyellow1
1 : skullkeyyellow2

* BKEY
0 md2/bluekey.md2 bluekey1
1 : bluekey2

* RKEY
0 md2/redkey.md2 redkey1
1 : redkey2

* YKEY
0 md2/yellowkey.md2 yellowkey1
1 : yellowkey2

* PMAP
0 md2/commap.md2 comp1
1 : comp4
2 : comp7
3 : comp10

* PVIS
0 md2/visor.md2 -
1 : -

#COLUMNS, LAMPS etc

* SMIT
0 md2/stub.md2 -

* TRE1
0 md2/tree.md2 -

* TRE2
0 md2/bigtree.md2 -

* 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 -

* COL5
0 md2/pwheart.md2 pwh1
1 : pwh2
2 : pwh3

* COL6
0 md2/pwskull.md2 -

* COLU
(autoscale)
0 md2/lamp.md2 -

* STIM
0 md2/stim.md2 -

* MEDI
0 md2/kit.md2 -

* POL1
0 md2/twitcher1.md2 -

* POL2
0 md2/skullspole.md2 -

* POL4
0 md2/headpole.md2 -

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

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

* SMIT
0 md2/stub.md2 -

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

* FCAN
0 md2/firecan.md2 can1
1 : can2
2 : can3

* SUIT
0 md2/radsuit.md2 -

* ELEC
0 md2/tekpillar.md2 -

* TBLU
0 md2/bigbtorch.md2 fire2
1 : fire3
2 : fire2
3 : fire3

* TGRN
0 md2/biggtorch.md2 fire2
1 : fire3
2 : fire2
3 : fire3

* TRED
0 md2/bigrtorch.md2 fire2
1 : fire3
2 : fire2
3 : fire3

* SMBT
0 md2/firestickblue.md2 stick2
1 : stick3
2 : stick2
3 : stick3

* SMRT
0 md2/firestickred.md2 stick2
1 : stick3
2 : stick2
3 : stick3

* SMGT
0 md2/firestickgreen.md2 stick2
1 : stick3
2 : stick2
3 : stick3

* CAND
0 md2/candle.md2 -

* HDB1
0 md2/hang.md2 -

* HDB2
0 md2/hang2.md2 -

* HDB3
0 md2/torso.md2 -

* HDB4
0 md2/torsoshowbrain.md2 -

* HDB5
0 md2/torsoheadback.md2 -

* HDB6
0 md2/torsonobrain.md2 -

* POB1
0 md2/bigblood.md2 -

* POB2
0 md2/tinyblood.md2 -

* BRS1
0 md2/brainpool.md2 -

* POL5
0 md2/blood.md2 -

* POL3
0 md2/skullcandles.md2 pile3
1 : pile2

* CEYE
0 md2/evileye.md2 eye1
1 : eye2
2 : eye3

* FSKU
0 md2/floatskulls.md2 float1
1 : float2
2 : float3

* BPAK
0 md2/backpack.md2 -

