module WPA
{
	imports
	{
		Base
	}
	model ShotgunSilencer
	{
		mesh = Weapons/Firearm/Shotgun_Silencer,
		texture = WorldItems/Shotgun_Silencer,
	}
	model Shotgun_Compensator
    {
        mesh = Weapons/Firearm/Shotgun_Compensator,
        texture = WorldItems/Shotgun_Compensator,
    }
	model Shotgun_SRTPS
    {
    	mesh = Weapons/Firearm/Shotgun_SRTPS,
    	texture = WorldItems/Shotgun_SRTPS,
    }
	model Shotgun_RecoilPad2
    {
    	mesh = Weapons/Firearm/Shotgun_RecoilPad2,
    	texture = WorldItems/Shotgun_RecoilPad2,
    }
	model Shotgun_ShellHolderStock
    {
    	mesh = Weapons/Firearm/Shotgun_ShellHolderStock,
    	texture = WorldItems/Shotgun_ShellHolderStock,
    }
	model Shotgun_PolymerStock
    {
    	mesh = Weapons/Firearm/Shotgun_PolymerStock,
    	texture = WorldItems/Shotgun_PolymerStock,
    }
	model Shotgun_TacticalLight2
    {
    	mesh = Weapons/Firearm/Shotgun_TacticalLight2,
    	texture = WorldItems/Shotgun_TacticalLight2,
    }
	model Shotgun_Laser
    {
    	mesh = Weapons/Firearm/Shotgun_Laser,
    	texture = WorldItems/Shotgun_Laser,
    }
	model Shotgun_TacticalLaserLight2
    {
        mesh = Weapons/Firearm/Shotgun_TacticalLaserLight2,
        texture = WorldItems/Shotgun_TacticalLaserLight2,
    }
	model Handgun_Silencer
	{
		mesh = Weapons/Firearm/Handgun_Silencer,
		texture = WorldItems/Handgun_Silencer,
	}
	model Handgun_Silencer2
	{
		mesh = Weapons/Firearm/Handgun_Silencer,
		texture = WorldItems/Handgun_Silencer2,
	}
	model Handgun_Light2
    {
    	mesh = Weapons/Firearm/Handgun_Light2,
    	texture = WorldItems/Handgun_Light2,
    }
    model Handgun_LaserLight
    {
        mesh = Weapons/Firearm/Handgun_LaserLight,
        texture = WorldItems/Handgun_LaserLight,
    }
	model Handgun_RedDot2
    {
    	mesh = Weapons/Firearm/Handgun_RedDot,
    	texture = WorldItems/Handgun_RedDot2,
    }
	model Handgun_RedDot3
    {
    	mesh = Weapons/Firearm/Handgun_RedDot,
    	texture = WorldItems/Handgun_RedDot3,
    }
	model Handgun_RecoilCompensator
    {
    	mesh = Weapons/Firearm/Handgun_RecoilCompensator,
    	texture = WorldItems/Handgun_RecoilCompensator,
    }
	model RifleSilencer
	{
		mesh = Weapons/Firearm/Rifle_Silencer,
		texture = WorldItems/Rifle_Silencer,
	}
	model RifleSilencer2
	{
		mesh = Weapons/Firearm/Rifle_Silencer,
		texture = WorldItems/Rifle_Silencer2,
	}
	model Rifle_RecoilPad3
    {
    	mesh = Weapons/Firearm/Rifle_RecoilPad3,
        texture = WorldItems/Rifle_RecoilPad3,
    }
	model Rifle_TacticalScope
    {
    	mesh = Weapons/Firearm/Rifle_TacticalScope,
    	texture = WorldItems/Rifle_TacticalScope,
    }
	model Rifle_ScopeArmy
	{
		mesh = Weapons/Firearm/Rifle_ScopeArmy,
		texture = WorldItems/Rifle_ScopeArmy,
	}
	model AssaultRifle_ImpLight
    {
    	mesh = Weapons/Firearm/AssaultRifle_ImpLight,
    	texture = WorldItems/AssaultRifle_ImpLight,
    }
	model AssaultRifle_Silencer
    {
    	mesh = Weapons/Firearm/AssaultRifle_Silencer,
    	texture = WorldItems/AssaultRifle_Silencer,
    }
	model AssaultRifle_Reflex
    {
    	mesh = Weapons/Firearm/AssaultRifle_Reflex,
    	texture = WorldItems/AssaultRifle_Reflex,
    }
	model AssaultRifle_x4Scope
    {
    	mesh = Weapons/Firearm/AssaultRifle_x4Scope,
    	texture = WorldItems/AssaultRifle_x4Scope,
    }
    model AssaultRifle_LaserLight
	{
		mesh = Weapons/Firearm/AssaultRifle_LaserLight,
		texture = WorldItems/AssaultRifle_LaserLight,
	}


	model PHeavyBarrel_Ground
	{
		mesh = WorldItems/PHeavyBarrel_Ground,
		texture = WorldItems/MultiaccesoriesA,
	}
	model Grip1_Ground
	{
		mesh = WorldItems/Grip1_Ground,
		texture = WorldItems/MultiaccesoriesA,
	}
	model Grip2_Ground
	{
		mesh = WorldItems/Grip2_Ground,
		texture = WorldItems/MultiaccesoriesA,
	}
	model WPAWeaponsMagazinea_Ground
    {
        mesh = WorldItems/Magazine,
        texture = WorldItems/WPAWeaponsMag1,
        scale = 0.4,
    }
	model WPAWeaponsMagazineb_Ground
    {
        mesh = WorldItems/Magazine,
        texture = WorldItems/WPAWeaponsMag2,
        scale = 0.4,
    }
	model WPAWeaponsMagazinec_Ground
    {
        mesh = WorldItems/Magazine,
        texture = WorldItems/WPAWeaponsMag3,
        scale = 0.4,
    }
	model WeaponsMagazine1
	{
		mesh = WeaponsMagazine1,
	}
	model WeaponsMagazine2
	{
		mesh = WeaponsMagazine2,
	}
	model WeaponsMagazine3
	{
		mesh = WeaponsMagazine3,
	}
}
