module Base
{


        model PipeBomb
	{
		mesh = WorldItems/PipeBomb,
		texture = WorldItems/PipeBomb,
		scale = 0.4,
	}

        model PipeBomb_Ground
	{
		mesh = WorldItems/PipeBomb_GR,
		texture = WorldItems/PipeBomb,
		scale = 0.4,
	}

        model BodyRGD
        {
        mesh = WorldItems/BodyRGD,
        texture = WorldItems/BodyRGD,
        }
 
        model UZRG
        {
        mesh = WorldItems/UZRG,
        texture = WorldItems/BodyRGD,
        }

        model CannedUZRG
        {
        mesh = WorldItems/CannedUZRG,
        texture = WorldItems/F1armyBox,
        }

        model GrenadeArmyBox
        {
        mesh = WorldItems/GrenadeArmyBox,
        texture = WorldItems/RGDarmyBox,
        }






	model AssaultRifle
	{
		mesh = Weapons/Firearm/AssaultRifle,

		attachment muzzle
		{
			offset = 0.0000 0.0050 0.4340,
			rotate = 0.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = -0.0120 0.0790 0.0570,
			rotate = 0.0000 0.0000 90.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0210 0.0610,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1450 0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0150 0.0670,
			rotate = 179.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.2340 0.0020,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0200 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model AK74P
	{
		mesh = Weapons/Firearm/AssaultRifle,
		texture = weapons/firearm/AK74Plum,

		attachment muzzle
		{
			offset = 0.0000 0.0050 0.4340,
			rotate = 0.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = -0.0120 0.0790 0.0570,
			rotate = 0.0000 0.0000 90.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0210 0.0610,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1450 0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0150 0.0670,
			rotate = 179.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.2340 0.0020,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0200 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model AKS74P
	{
		mesh = Weapons/Firearm/AKS74,
		texture = weapons/firearm/AK74Plum,

		attachment muzzle
		{
			offset = 0.0000 0.0050 0.4340,
			rotate = 0.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = -0.0120 0.0790 0.0570,
			rotate = 0.0000 0.0000 90.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0210 0.0610,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1450 0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0150 0.0670,
			rotate = 179.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.2340 0.0020,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0200 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model AKS74PFolded
	{
		mesh = Weapons/Firearm/AKS74Folded,
		texture = weapons/firearm/AK74Plum,

		attachment muzzle
		{
			offset = 0.0000 0.0050 0.4340,
			rotate = 0.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = -0.0120 0.0790 0.0570,
			rotate = 0.0000 0.0000 90.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0210 0.0610,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1450 0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0150 0.0670,
			rotate = 179.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.2340 0.0020,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0200 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model AKS74
	{
		mesh = Weapons/Firearm/AKS74,
		texture = weapons/firearm/AssaultRifle,

		attachment muzzle
		{
			offset = 0.0000 0.0050 0.4340,
			rotate = 0.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = -0.0120 0.0790 0.0570,
			rotate = 0.0000 0.0000 90.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0210 0.0610,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1450 0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0150 0.0670,
			rotate = 179.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.2340 0.0020,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0200 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model AKS74Folded
	{
		mesh = Weapons/Firearm/AKS74Folded,
		texture = weapons/firearm/AssaultRifle,

		attachment muzzle
		{
			offset = 0.0000 0.0050 0.4340,
			rotate = 0.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = -0.0120 0.0790 0.0570,
			rotate = 0.0000 0.0000 90.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0210 0.0610,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1450 0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0150 0.0670,
			rotate = 179.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.2340 0.0020,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0200 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model AK74MRifle
	{
		mesh = Weapons/Firearm/AssaultRifle,
		texture = weapons/firearm/AK74MRifle,

		attachment muzzle
		{
			offset = 0.0000 0.0050 0.4340,
			rotate = 0.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = 0.0100 0.0430 0.0480,
			rotate = 90.0000 0.0000 90.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0210 0.0610,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1450 0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0150 0.0670,
			rotate = 179.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.2340 0.0020,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0200 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model AK74MRifleFolded
	{
		mesh = Weapons/Firearm/AssaultRifleFolded,
		texture = weapons/firearm/AK74MRifle,

		attachment muzzle
		{
			offset = 0.0000 0.0050 0.4340,
			rotate = 0.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = 0.0100 0.0430 0.0480,
			rotate = 90.0000 0.0000 90.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0210 0.0610,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1450 0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0150 0.0670,
			rotate = 179.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.2340 0.0020,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0200 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model AssaultRifle02
	{
		mesh = Weapons/Firearm/AssaultRifle02,

		attachment muzzle
		{
			offset = 0.0000 0.0000 0.4867,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = -0.0050 0.0350 0.0780,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0210 0.0610,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1450 0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0150 0.0670,
			rotate = 179.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.2340 0.0020,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0120 0.1500 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model AKSURifle
	{
		mesh = Weapons/Firearm/AKSURifle,

		attachment muzzle
		{
			offset = 0.0000 0.0050 0.2950,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = -0.0120 0.0790 0.0360,
			rotate = 0.0000 0.0000 90.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0210 0.0610,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1450 0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0150 0.0670,
			rotate = 179.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.2340 0.0020,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0200 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model AKSURifleFolded
	{
		mesh = Weapons/Firearm/AKSURifleFolded,
		texture = weapons/Firearm/AKSURifle,

		attachment muzzle
		{
			offset = 0.0010 0.0070 0.2770,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = -0.0120 0.0790 0.0360,
			rotate = 0.0000 0.0000 90.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0210 0.0610,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1450 0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0150 0.0670,
			rotate = 179.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.2340 0.0020,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0200 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model AKM
	{
		mesh = Weapons/Firearm/AKM,

		attachment muzzle
		{
			offset = 0.0000 0.0040 0.4030,
			rotate = 0.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = -0.0050 0.0350 0.0780,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0210 0.0610,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1450 0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0150 0.0670,
			rotate = 179.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.2340 0.0020,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0200 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model AKMS
	{
		mesh = Weapons/Firearm/AKMS,
		texture = weapons/Firearm/AKM,

		attachment muzzle
		{
			offset = 0.0000 0.0040 0.4030,
			rotate = 0.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = -0.0050 0.0350 0.0780,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0210 0.0610,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1450 0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0150 0.0670,
			rotate = 179.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.2340 0.0020,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0200 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model AKMSFolded
	{
		mesh = Weapons/Firearm/AKMSFolded,
		texture = weapons/Firearm/AKM,

		attachment muzzle
		{
			offset = 0.0000 0.0040 0.4030,
			rotate = 0.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = -0.0050 0.0350 0.0780,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0210 0.0610,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1450 0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0150 0.0670,
			rotate = 179.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.2340 0.0020,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0200 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model VeprKM
	{
		mesh = Weapons/Firearm/AKM,
		texture = weapons/firearm/VeprKM,

		attachment muzzle
		{
			offset = 0.0000 0.0040 0.4030,
			rotate = 0.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = -0.0050 0.0350 0.0780,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0210 0.0610,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1450 0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0150 0.0670,
			rotate = 179.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.2340 0.0020,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0200 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model M14
	{
		mesh = Weapons/Firearm/M14,
		texture = weapons/firearm/AssaultRifle02,

		attachment muzzle
		{
			offset = 0.0000 0.0060 0.4870,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1800 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment scope
		{
			offset = 0.0110 0.0440 0.0450,
			rotate = 90.0000 0.0000 91.0000,
		}
	}
	model Revolver
	{
		mesh = Weapons/Firearm/Revolver,

		attachment muzzle
		{
			offset = 0.0000 0.1460 -0.0280,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.1240 -0.0380,
			rotate = 180.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0440 -0.0400,
			rotate = 1.0000 1.0000 1.0000,
		}

		attachment world
		{
			offset = -0.0100 0.0690 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model Revolver_Long
	{
		mesh = Weapons/Firearm/Revolver_Long,

		attachment muzzle
		{
			offset = 0.0000 -0.0530 0.1580,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.1240 -0.0380,
			rotate = 180.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0440 -0.0400,
			rotate = 1.0000 1.0000 1.0000,
		}

		attachment world
		{
			offset = -0.0110 0.0810 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model Revolver_Short
	{
		mesh = Weapons/Firearm/Revolver_Short,

		attachment muzzle
		{
			offset = 0.0000 0.1160 -0.0280,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0400 0.0580,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = -0.0110 0.0580 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model RSA
	{
		mesh = Weapons/Firearm/RSA,

		attachment muzzle
		{
			offset = 0.0000 -0.0390 0.1420,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.1240 -0.0380,
			rotate = 180.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0440 -0.0400,
			rotate = 1.0000 1.0000 1.0000,
		}

		attachment world
		{
			offset = -0.0110 0.0810 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model Handgun
	{
		mesh = Weapons/Firearm/Handgun,

		attachment muzzle
		{
			offset = 0.0000 -0.0240 0.1320,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0440 -0.0400,
			rotate = 1.0000 1.0000 1.0000,
		}

		attachment gunlight
		{
			offset = 0.0000 0.0800 0.0030,
			rotate = 1.0000 1.0000 1.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.1240 -0.0380,
			rotate = 180.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.0900 0.0080,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = -0.0110 0.0670 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model HandgunStock
	{
		mesh = Weapons/Firearm/Handgun,

		attachment muzzle
		{
			offset = 0.0000 -0.0240 0.1320,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0440 -0.0400,
			rotate = 1.0000 1.0000 1.0000,
		}

		attachment gunlight
		{
			offset = 0.0000 0.0800 0.0030,
			rotate = 1.0000 1.0000 1.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.1240 -0.0380,
			rotate = 180.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.0900 0.0080,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = -0.0110 0.0670 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model APSstock
   {
      mesh = WorldItems/APSstock,
      texture = weapons/firearm/Handgun,		  
   }
	model APBpistol
	{
		mesh = Weapons/Firearm/APBpistol,

		attachment muzzle
		{
			offset = 0.0000 -0.0240 0.1800,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0440 -0.0400,
			rotate = 1.0000 1.0000 1.0000,
		}

		attachment gunlight
		{
			offset = 0.0000 0.0800 0.0030,
			rotate = 1.0000 1.0000 1.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.1240 -0.0380,
			rotate = 180.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.0900 0.0080,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = -0.0110 0.0670 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model Luger
	{
		mesh = Weapons/Firearm/Luger,

		attachment muzzle
		{
			offset = 0.0000 -0.0240 0.1620,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0440 -0.0400,
			rotate = 1.0000 1.0000 1.0000,
		}

		attachment gunlight
		{
			offset = 0.0000 0.0800 0.0030,
			rotate = 1.0000 1.0000 1.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.1240 -0.0380,
			rotate = 180.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.0900 0.0080,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = -0.0110 0.0670 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model PKM
	{
		mesh = Weapons/Firearm/PKM,

		attachment muzzle
		{
			offset = 0.0000 0.0150 0.5700,
			rotate = 0.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = -0.0050 0.0350 0.0780,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0210 0.0610,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1450 0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0150 0.0670,
			rotate = 179.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.2340 0.0020,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0200 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model PKM_ground
	{
	   mesh = Weapons/Firearm/PKM_ground,
	   texture = Weapons/Firearm/PKM,
	}
	model GunLight
    {
        mesh = Weapons/parts/Handgun_Light,
    }
	model RedDot
	{
	    mesh = Weapons/parts/Handgun_RedDotScope,
	    texture = Weapons/parts/Handgun_RedDotScopeTEMP,
	}
	model RecoilPad
    {
        mesh = Weapons/parts/Rifle_RecoilPad,
    }
	model Laser
	{
		mesh = Weapons/parts/Handgun_Laser,
	}
	model ChokeTube
    {
        mesh = Weapons/parts/Shotgun_Choke,
    }
	model HandgunRedDot
	{
		mesh = Weapons/Firearm/Handgun_RedDot,

		attachment muzzle
		{
			offset = 0.0000 0.1700 -0.0300,
			rotate = -90.0000 0.0000 0.0000,
		}
	}
	model Handgun02
	{
		mesh = Weapons/Firearm/Handgun02,

		attachment muzzle
		{
			offset = 0.0000 0.0000 0.1681,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0440 -0.0400,
			rotate = 1.0000 1.0000 1.0000,
		}

		attachment gunlight
		{
			offset = 0.0000 0.0800 0.0030,
			rotate = 1.0000 1.0000 1.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.1240 -0.0380,
			rotate = 180.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.0900 0.0080,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = -0.0090 0.0570 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model Handgun03
	{
		mesh = Weapons/Firearm/Handgun03,

		attachment muzzle
		{
			offset = 0.0000 -0.0246 0.1374,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0440 -0.0400,
			rotate = 1.0000 1.0000 1.0000,
		}

		attachment gunlight
		{
			offset = 0.0000 0.0800 0.0030,
			rotate = 1.0000 1.0000 1.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.1240 -0.0380,
			rotate = 180.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.0900 0.0080,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = -0.0090 0.0620 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model PBpistol
	{
		mesh = Weapons/Firearm/PBpistol,

		attachment reddot
		{
			offset = 0.0010 0.0440 -0.0400,
			rotate = 1.0000 1.0000 1.0000,
		}

		attachment gunlight
		{
			offset = 0.0000 0.0800 0.0030,
			rotate = 1.0000 1.0000 1.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.1240 -0.0380,
			rotate = 180.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.0900 0.0080,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = -0.0090 0.0620 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model HuntingRifle
	{
		mesh = Weapons/Firearm/HuntingRifle,

		attachment muzzle
		{
			offset = 0.0000 0.0030 0.4600,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment bayonnet
		{
			offset = 0.0000 0.3510 0.0160,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0410 0.0580,
			rotate = 180.0000 0.0000 -90.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1630 -0.0210,
			rotate = 4.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = -0.0010 0.0990 0.0410,
			rotate = -179.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = 0.0120 0.1500 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model Mosin
	{
		mesh = Weapons/Firearm/MosinRifle,

		attachment muzzle
		{
			offset = 0.0000 0.0400 0.5160,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment bayonnet
		{
			offset = 0.0000 0.3510 0.0160,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = -0.0090 0.0470 0.0510,
			rotate = 0.0000 0.0000 90.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1630 -0.0210,
			rotate = 4.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = -0.0010 0.0990 0.0410,
			rotate = -179.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = 0.0120 0.1500 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model MosinSawnoff
	{
		mesh = Weapons/Firearm/MosinRifleSawnoff,
		texture = weapons/Firearm/MosinRifle,

		attachment muzzle
		{
			offset = 0.0000 0.0060 0.2970,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment bayonnet
		{
			offset = 0.0000 0.3510 0.0160,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = -0.0090 0.0470 0.0510,
			rotate = 0.0000 0.0000 90.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1630 -0.0210,
			rotate = 4.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = -0.0010 0.0990 0.0410,
			rotate = -179.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = 0.0120 0.1500 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model SVTrifle
	{
		mesh = Weapons/Firearm/SVTRifle,

		attachment muzzle
		{
			offset = 0.0000 0.0170 0.5880,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment bayonnet
		{
			offset = 0.0000 0.3510 0.0160,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0040 0.0440 0.0580,
			rotate = 180.0000 0.0000 -90.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1630 -0.0210,
			rotate = 4.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = -0.0010 0.0990 0.0410,
			rotate = -179.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model SVDRifle
	{
		mesh = Weapons/Firearm/SVDRifle,

		attachment muzzle
		{
			offset = 0.0000 0.0214 0.6106,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment bayonnet
		{
			offset = 0.0000 0.3510 0.0160,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0110 0.0540 0.0520,
			rotate = 90.0000 0.0000 90.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1630 -0.0210,
			rotate = 4.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = -0.0010 0.0990 0.0410,
			rotate = -179.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = 0.0120 0.1500 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model VSS
	{
		mesh = Weapons/Firearm/VSSrifle,

		attachment bayonnet
		{
			offset = 0.0000 0.3510 0.0160,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0120 0.0550 0.0710,
			rotate = 90.0000 0.0000 90.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1630 -0.0210,
			rotate = 4.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = -0.0010 0.0990 0.0410,
			rotate = 163.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0120 0.1500 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model ASVAL
	{
		mesh = Weapons/Firearm/ASVALrifle,

		attachment bayonnet
		{
			offset = 0.0000 0.3510 0.0160,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0150 0.0400 0.0710,
			rotate = 90.0000 0.0000 90.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1630 -0.0210,
			rotate = 4.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = -0.0010 0.0990 0.0410,
			rotate = -179.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = 0.0120 0.1500 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model ASVALFolded
	{
		mesh = Weapons/Firearm/ASVALrifleFolded,
		texture = weapons/Firearm/ASVALrifle,

		attachment bayonnet
		{
			offset = 0.0000 0.3510 0.0160,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = -0.0130 -0.0560 0.0710,
			rotate = -90.0000 0.0000 -90.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1630 -0.0210,
			rotate = 4.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = -0.0010 0.0990 0.0410,
			rotate = -179.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = 0.0120 0.1500 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model MP40
	{
		mesh = Weapons/Firearm/MP40smg,

		attachment muzzle
		{
			offset = 0.0000 0.0280 0.4140,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1660 0.0000,
			rotate = -180.0000 1.0000 -180.0000,
		}

		attachment choketube
		{
			offset = 0.0000 0.4700 0.0300,
			rotate = -180.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model MP40Folded
	{
		mesh = Weapons/Firearm/MP40smgFolded,
		texture = weapons/Firearm/MP40smg,

		attachment muzzle
		{
			offset = 0.0000 0.0280 0.4140,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1660 0.0000,
			rotate = -180.0000 1.0000 -180.0000,
		}

		attachment choketube
		{
			offset = 0.0000 0.4700 0.0300,
			rotate = -180.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model PPSsmg
	{
		mesh = Weapons/Firearm/PPSsmg,

		attachment muzzle
		{
			offset = 0.0000 0.0280 0.4140,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1660 0.0000,
			rotate = -180.0000 1.0000 -180.0000,
		}

		attachment choketube
		{
			offset = 0.0000 0.4700 0.0300,
			rotate = -180.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model PPSsmgFolded
	{
		mesh = Weapons/Firearm/PPSsmgFolded,
		texture = weapons/Firearm/PPSsmg,

		attachment muzzle
		{
			offset = 0.0000 0.0280 0.4140,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1660 0.0000,
			rotate = -180.0000 1.0000 -180.0000,
		}

		attachment choketube
		{
			offset = 0.0000 0.4700 0.0300,
			rotate = -180.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model Kiparis
	{
		mesh = Weapons/Firearm/OTs-02,

		attachment muzzle
		{
			offset = 0.0000 0.0210 0.2330,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1660 0.0000,
			rotate = -180.0000 1.0000 -180.0000,
		}

		attachment choketube
		{
			offset = 0.0000 0.4700 0.0300,
			rotate = -180.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model KiparisFolded
	{
		mesh = Weapons/Firearm/OTs-02Folded,
		texture = weapons/Firearm/OTs-02,

		attachment muzzle
		{
			offset = 0.0000 0.0210 0.2330,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1660 0.0000,
			rotate = -180.0000 1.0000 -180.0000,
		}

		attachment choketube
		{
			offset = 0.0000 0.4700 0.0300,
			rotate = -180.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model PPShsmg
	{
		mesh = Weapons/Firearm/PPShsmg,

		attachment muzzle
		{
			offset = 0.0000 0.0280 0.3520,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1660 0.0000,
			rotate = -180.0000 1.0000 -180.0000,
		}

		attachment choketube
		{
			offset = 0.0000 0.4700 0.0300,
			rotate = -180.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model TaigaMachete
	{
		mesh = Weapons/1Handed/TaigaMachete,
		texture = Weapons/1Handed/TaigaMachete,
	}
	model TaigaMacheteArmy
	{
		mesh = Weapons/1Handed/TaigaMachete,
		texture = Weapons/1Handed/TaigaMacheteArmy,
	}
	model Shashka1
	{
		mesh = Weapons/1Handed/Shashka,
		texture = Weapons/1Handed/Shashka1,
	}
	model Shashka2
	{
		mesh = Weapons/1Handed/Shashka,
		texture = Weapons/1Handed/Shashka2,
	}
	model Shashka3
	{
		mesh = Weapons/1Handed/Shashka,
		texture = Weapons/1Handed/Shashka3,
	}
	model Shashka4
	{
		mesh = Weapons/1Handed/Shashka,
		texture = Weapons/1Handed/Shashka4,
	}
	model MPL50
	{
		mesh = Weapons/1Handed/TrenchShovel,
		texture = Weapons/1Handed/TrenchShovel,
	}
	model NR43
	{
		mesh = Weapons/1Handed/NR43,
		texture = Weapons/1Handed/NR43,
	}
	model 6h4
	{
		mesh = Weapons/1Handed/6h4,
		texture = Weapons/1Handed/6h4,
	}
	model PUscope
	{
		mesh = WorldItems/Rifle_PUScope,
		texture = Weapons/parts/Rifle_PUScope,
	}
	model PUscope_ground
        {
                mesh = WorldItems/Rifle_PUScope_ground,
                texture = Weapons/parts/Rifle_PUScope,
        }
	model PSOscope
	{
		mesh = WorldItems/Rifle_PSOScope,
		texture = Weapons/parts/Rifle_PSOScope,
	}
	model PSOscope_ground
        {
                mesh = WorldItems/Rifle_PSOScope_ground,
                texture = Weapons/parts/Rifle_PSOScope,
        }
	model 1P29scope
	{
		mesh = WorldItems/Rifle_1P29Scope,
		texture = Weapons/parts/Rifle_1P29Scope,
	}
	model 1P29scope_ground
        {
                mesh = WorldItems/Rifle_1P29Scope_ground,
                texture = Weapons/parts/Rifle_1P29Scope,
        }
	model PBS1suppressor
	{
		mesh = WorldItems/PBS1,
		texture = Weapons/parts/PBS,
	}
	model SKSsuppressor
	{
		mesh = WorldItems/SKSsupp,
		texture = Weapons/parts/PBS,
	}
	model PBS4suppressor
	{
		mesh = WorldItems/PBS4,
		texture = Weapons/parts/PBS,
	}
	model APBsuppressor
	{
		mesh = WorldItems/APB_Suppressor,
		texture = Weapons/firearm/APBpistol,
	}
	model Shotgun
	{
		mesh = Weapons/Firearm/Shotgun,

		attachment muzzle
		{
			offset = -0.0010 0.0520 0.6000,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1660 0.0000,
			rotate = -180.0000 1.0000 -180.0000,
		}

		attachment choketube
		{
			offset = 0.0000 0.4700 0.0300,
			rotate = -180.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = 0.0120 0.0570 0.0550,
			rotate = 180.0000 0.0000 -90.0000,
		}
	}
	model ShotgunSawnOff
	{
		mesh = Weapons/Firearm/ShotgunSawnOff,
		texture = weapons/firearm/Shotgun,

		attachment muzzle
		{
			offset = 0.0000 0.0500 0.3530,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1000 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model IZH43Shotgun
	{
		mesh = Weapons/Firearm/IZH43Shotgun,
		texture = weapons/firearm/ShotgunDoubleBarrel,

		attachment muzzle
		{
			offset = 0.0000 0.0073 0.5030,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = 0.0000 0.2000 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model IZH43Shotgun_OPEN
   {
      mesh = Weapons/Firearm/IZH43Shotgun_OPEN,
		texture = weapons/firearm/ShotgunDoubleBarrel,
   }
	model IZH43ShotgunSawn
	{
		mesh = Weapons/Firearm/IZH43ShotgunSawn,
		texture = weapons/firearm/ShotgunDoubleBarrel,

		attachment muzzle
		{
			offset = 0.0000 0.0220 0.2760,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.2000 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model IZH43ShotgunSawn_OPEN
   {
      mesh = Weapons/Firearm/IZH43ShotgunSawn_OPEN,
		texture = weapons/firearm/ShotgunDoubleBarrel,
   }
	model IZH18Shotgun
	{
		mesh = Weapons/Firearm/IZHShotgun,
		texture = weapons/firearm/IzhRifle,

		attachment muzzle
		{
			offset = 0.0000 0.0250 0.5570,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = 0.0000 0.2000 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model IZH18Shotgun_OPEN
   {
      mesh = Weapons/Firearm/IZHShotgun_OPEN,
		texture = weapons/firearm/IzhRifle,
   }
	model IZH18ShotgunSawn
	{
		mesh = Weapons/Firearm/IZHShotgunSawn,
		texture = weapons/firearm/IzhRifle,

		attachment muzzle
		{
			offset = 0.0000 0.0220 0.2760,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.2000 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model IZH18ShotgunSawn_OPEN
   {
      mesh = Weapons/Firearm/IZHShotgunSawn_OPEN,
		texture = weapons/firearm/IzhRifle,
   }
	model IZH38Shotgun
	{
		mesh = Weapons/Firearm/IZH38Shotgun,
		texture = weapons/firearm/IZH38,

		attachment world
		{
			offset = 0.0000 0.2000 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model IZH38Shotgun_OPEN
   {
      mesh = Weapons/Firearm/IZH38Shotgun_OPEN,
		texture = weapons/firearm/IZH38,
   }
	model KS23
	{
		mesh = Weapons/Firearm/KS23,

		attachment muzzle
		{
			offset = 0.0240 0.0050 0.5000,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1660 0.0000,
			rotate = -180.0000 1.0000 -180.0000,
		}

		attachment choketube
		{
			offset = 0.0000 0.4700 0.0300,
			rotate = -180.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = 0.0120 0.0570 0.0550,
			rotate = 180.0000 0.0000 -90.0000,
		}
	}
	model KS23S
	{
		mesh = Weapons/Firearm/KS23S,

		attachment muzzle
		{
			offset = 0.0000 0.0500 0.3530,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1000 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model TOZ34Shotgun
	{
		mesh = Weapons/Firearm/TOZ34Shotgun,
		texture = weapons/firearm/TOZ34Shotgun,

		attachment muzzle
		{
			offset = 0.0000 0.0340 0.5910,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = 0.0000 0.2000 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model TOZ34Shotgun_OPEN
   {
      mesh = Weapons/Firearm/TOZ34Shotgun_OPEN,
		texture = weapons/firearm/TOZ34Shotgun,
   }
	model TOZ34ShotgunSawnoff
	{
		mesh = Weapons/Firearm/TOZ34ShotgunSawn,
		texture = weapons/firearm/TOZ34Shotgun,

		attachment muzzle
		{
			offset = 0.0000 0.0220 0.3830,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.2000 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model TOZ34ShotgunSawnoff_OPEN
   {
      mesh = Weapons/Firearm/TOZ34ShotgunSawn_OPEN,
		texture = weapons/firearm/TOZ34Shotgun,
   }
	model VarmintRifle
	{
		mesh = weapons/firearm/VarmintRifle,

		attachment bayonet
		{
			offset = 0.0000 0.4340 0.0080,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment muzzle
		{
			offset = 0.0000 0.0410 0.4380,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment bayonnet
		{
			offset = 0.0000 0.3510 0.0160,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0400 0.0580,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope2
		{
			offset = -0.0010 0.1090 0.0450,
			rotate = 0.0000 6.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1630 -0.0210,
			rotate = 4.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = -0.0010 0.0990 0.0410,
			rotate = -179.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = 0.0110 0.1600 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model 9x18Bullet
   {
      mesh = WorldItems/9x18mmBullet,
      texture = weapons/firearm/Handgun03,
   }
	model 9x18Box
   {
      mesh = WorldItems/9x18mmBox,
      texture = weapons/firearm/Handgun03,		  
   }
	model 9x18Magazine
   {
      mesh = WorldItems/9x18mmMag,
      texture = weapons/firearm/Handgun03,		  
   }
	model 9x18LongMag
   {
      mesh = WorldItems/9x18mmLongMag,
      texture = weapons/firearm/Handgun,		  
   }
	model 9x19Bullet
   {
      mesh = WorldItems/9x19mmBullet,
      texture = WorldItems/Box9mm,
   }
	model 9x19Box
   {
      mesh = WorldItems/9x19mmBox,
      texture = WorldItems/Box9mm,
   }
	model 9x19Magazine
   {
      mesh = WorldItems/9x19mmMag,
      texture = WorldItems/Handgun03,		  
   }
	model MP40Magazine
   {
      mesh = WorldItems/MP40Mag,
      texture = weapons/firearm/MP40smg,		  
   }
	model 9x39Bullet
   {
      mesh = WorldItems/9x39Bullet,
      texture = weapons/firearm/VSSrifle,
   }
	model 9x39Box
   {
      mesh = WorldItems/9x39Box,
      texture = weapons/firearm/VSSrifle,		  
   }
	model 9x39Magazine
   {
      mesh = WorldItems/9x39Mag,
      texture = weapons/firearm/VSSrifle,
   }
	model 22LRBullet
   {
      mesh = WorldItems/22LRBullet,
      texture = weapons/firearm/VarmintRifle,
   }
	model 22LRBox
   {
      mesh = WorldItems/22LRBox,
      texture = weapons/firearm/VarmintRifle,		  
   }
	model 22LRMagazine
   {
      mesh = WorldItems/22LRMag,
      texture = weapons/firearm/VarmintRifle,		  
   }
	model 12gShell
   {
      mesh = WorldItems/12GShell,
      texture = weapons/firearm/ShotgunDoubleBarrel,
   }
	model 12gBox
   {
      mesh = WorldItems/12GBox,
      texture = weapons/firearm/ShotgunDoubleBarrel,		  
   }
	model 23x75Shell
   {
      mesh = WorldItems/23Bullet,
      texture = weapons/firearm/Shotgun,
   }
	model 23x75Box
   {
      mesh = WorldItems/23Box,
      texture = weapons/firearm/Shotgun,		  
   }
	model 545Bullet
   {
      mesh = WorldItems/545Bullet,
      texture = WorldItems/Bullet545,
   }
	model 545Box
   {
      mesh = WorldItems/545Box,
      texture = WorldItems/Box545,		  
   }
	model 762AKBullet
   {
      mesh = WorldItems/762AKBullet,
      texture = WorldItems/Box762AK,
   }
	model 762AKBox
   {
      mesh = WorldItems/762AKBox,
      texture = WorldItems/Box762AK,		  
   }
	model 762AKMagazine
   {
      mesh = WorldItems/762AKMag,
      texture = weapons/firearm/AKM,		  
   }
	model 762NBullet
   {
      mesh = WorldItems/762TBullet,
      texture = weapons/firearm/Revolver_Long,
   }
	model 762NBox
   {
      mesh = WorldItems/762TBox,
      texture = weapons/firearm/Revolver_Long,		  
   }
	model 762TOKBullet
   {
      mesh = WorldItems/762TOKBullet,
      texture = weapons/firearm/Handgun02,
   }
	model 762TOKBox
   {
      mesh = WorldItems/762TOKBox,
      texture = weapons/firearm/Handgun02,		  
   }
	model 762TOKMagazine
   {
      mesh = WorldItems/762TOKMagazine,
      texture = weapons/firearm/Handgun02,		  
   }
	model 762TOKppsMagazine
   {
      mesh = WorldItems/762TOKppsClip,
      texture = weapons/firearm/PPSsmg,		  
   }
	model 762TOKppshMagazine
   {
      mesh = WorldItems/762TOKppshClip,
      texture = weapons/firearm/PPShsmg,		  
   }
	model 762PKMBullet
   {
      mesh = WorldItems/762PKMBullet,
      texture = weapons/firearm/MosinRifle,
   }
	model 762PKMBox
   {
      mesh = WorldItems/762PKMBox,
      texture = weapons/firearm/MosinRifle,		  
   }
	model PKMMagazine
   {
      mesh = WorldItems/PKMMagazine,
      texture = weapons/firearm/PKM,
   }
	model SVTMagazine
   {
      mesh = WorldItems/SVTMagazine,
      texture = weapons/firearm/SVTRifle,
   }
	model SVDMagazine
   {
      mesh = WorldItems/SVDMagazine,
      texture = weapons/firearm/SVDRifle,
   }
	model AK74Magazine
   {
      mesh = WorldItems/AK74Magazine,
      texture = weapons/firearm/AssaultRifle,		  
   }
	model KiparisMagazine
   {
      mesh = WorldItems/Kiparismag,
      texture = weapons/firearm/OTs-02,		  
   }
	model LugerMagazine
   {
      mesh = WorldItems/Lugermag,
      texture = weapons/firearm/Luger,		  
   }
	model 4mmBullet
   {
      mesh = WorldItems/4mmBullet,
      texture = weapons/firearm/IZH38,		  
   }
	model 4mmBox
   {
      mesh = WorldItems/4mmBox,
      texture = weapons/firearm/IZH38,		  
   }
	model RepairKitMakarov
   {
      mesh = WorldItems/Rk_PM,
      texture = WorldItems/RepairKit9x18,		  
   }
	model RepairKitAKS
   {
      mesh = WorldItems/Rk_AKS,
      texture = WorldItems/RepairKit545x39,		  
   }
	model RepairKitAKM
   {
      mesh = WorldItems/Rk_AKM,
      texture = WorldItems/RepairKit762x39,		  
   }
	model RepairKitPKM
   {
      mesh = WorldItems/Rk_AK,
      texture = WorldItems/RepairKit762x54,		  
   }
	model RepairKitSG
   {
      mesh = WorldItems/Rk_SG,
      texture = WorldItems/RepairKit12g,		  
   }
	model RepairKitVSS
   {
      mesh = WorldItems/Rk_VSS,
      texture = WorldItems/RepairKit9x39,		  
   }
	model RepairKit919
   {
      mesh = WorldItems/Rk_PM,
      texture = WorldItems/RepairKit9x19,		  
   }
	model Oiler1
   {
      mesh = WorldItems/Oiler1,
      texture = WorldItems/Oiler1,		  
   }
	model Oiler2
   {
      mesh = WorldItems/Oiler2,
      texture = WorldItems/Oiler2,		  
   }
	model Oiler3
   {
      mesh = WorldItems/Oiler3,
      texture = WorldItems/Oiler3,
   }
	model AmmoCrate545
   {
      mesh = WorldItems/AmmoCrate,
      texture = WorldItems/AmmoCrate545,  
   }
	model Ammocrate762ak
   {
      mesh = WorldItems/AmmoCrate,
      texture = WorldItems/AmmoCrate762ak, 
   }
	model Ammocrate762pkm
   {
      mesh = WorldItems/AmmoCrate,
      texture = WorldItems/AmmoCrate762pkm, 
   }
	model Ammocrate939
   {
      mesh = WorldItems/AmmoCrate,
      texture = WorldItems/AmmoCrate939, 
   }
	model CannedAmmo545
   {
      mesh = WorldItems/AmmoCan,
      texture = WorldItems/AmmoCrate545,  
   }
	model CannedAmmo762ak
   {
      mesh = WorldItems/AmmoCan,
      texture = WorldItems/AmmoCrate762ak, 
   }
	model CannedAmmo762pkm
   {
      mesh = WorldItems/AmmoCan,
      texture = WorldItems/AmmoCrate762pkm, 
   }
	model CannedAmmo939
   {
      mesh = WorldItems/AmmoCan,
      texture = WorldItems/AmmoCrate939, 
   }
	model CannedAmmoOpen
   {
      mesh = WorldItems/AmmoCanOpen,
      texture = WorldItems/AmmoCrate939, 
   }
	model ArmyGunBox
    {
        mesh = WorldItems/ArmyGunBox,
        texture = WorldItems/ArmyGunBox,
    }
}
