module Base	{
	model BA_Weapon_Wanibuchi_Akari
	{
		mesh = weapons/firearm/BA_Weapon_Wanibuchi_Akari,
		texture = weapons/firearm/BA_Weapon_Wanibuchi_Akari,
		attachment muzzle
		{		
			offset = 0.0000 0.0500 -0.3620,
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Sorai_Saki
	{
		mesh = weapons/firearm/BA_Weapon_Sorai_Saki,
		texture = weapons/firearm/BA_Weapon_Sorai_Saki,
		attachment muzzle
		{		
			offset = 0.0000 0.0360 -0.3820,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Tendou_Aris
	{
		mesh = weapons/firearm/BA_Weapon_Tendou_Aris,
		texture = weapons/firearm/BA_Weapon_Tendou_Aris,
	}
	model BA_Weapon_Kasumizawa_Miyu
	{
		mesh = weapons/firearm/BA_Weapon_Kasumizawa_Miyu,
		texture = weapons/firearm/BA_Weapon_Kasumizawa_Miyu,
		attachment muzzle
		{		
			offset = 0.0000 0.0500 -0.5020,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Aikiyo_Fuuka
	{
		mesh = weapons/firearm/BA_Weapon_Aikiyo_Fuuka,
		texture = weapons/firearm/BA_Weapon_Aikiyo_Fuuka,
		attachment muzzle
		{		
			offset = 0.0000 -0.0350 -0.2300,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Ajitani_Hifumi
	{
		mesh = weapons/firearm/BA_Weapon_Ajitani_Hifumi,
		texture = weapons/firearm/BA_Weapon_Ajitani_Hifumi,
		attachment muzzle
		{		
			offset = 0.0000 0.0420 -0.3200,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Akeboshi_Himari
	{
		mesh = weapons/firearm/BA_Weapon_Akeboshi_Himari,
		texture = weapons/firearm/BA_Weapon_Akeboshi_Himari,
		attachment muzzle
		{		
			offset = 0.0000 -0.0400 -0.1500,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Akeshiro_Rumi
	{
		mesh = weapons/firearm/BA_Weapon_Akeshiro_Rumi,
		texture = weapons/firearm/BA_Weapon_Akeshiro_Rumi,
		attachment muzzle
		{		
			offset = 0.0000 0.0400 -0.3200,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Amami_Nodoka
	{
		mesh = weapons/firearm/BA_Weapon_Amami_Nodoka,
		texture = weapons/firearm/BA_Weapon_Amami_Nodoka,
		attachment muzzle
		{		
			offset = 0.0000 -0.0360 -0.2400,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Amau_Ako
	{
		mesh = weapons/firearm/BA_Weapon_Amau_Ako,
		texture = weapons/firearm/BA_Weapon_Amau_Ako,
		attachment muzzle
		{		
			offset = 0.0000 -0.0380 -0.2000,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Aomori_Mine
	{
		mesh = weapons/firearm/BA_Weapon_Aomori_Mine,
		texture = weapons/firearm/BA_Weapon_Aomori_Mine,
		attachment muzzle
		{		
			offset = 0.0000 0.0460 -0.4200,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Asagao_Hanae
	{
		mesh = weapons/firearm/BA_Weapon_Asagao_Hanae,
		texture = weapons/firearm/BA_Weapon_Asagao_Hanae,
		attachment muzzle
		{		
			offset = 0.0000 0.0420 -0.3600,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Asahina_Pina
	{
		mesh = weapons/firearm/BA_Weapon_Asahina_Pina,
		texture = weapons/firearm/BA_Weapon_Asahina_Pina,
		attachment muzzle
		{		
			offset = 0.0000 0.0480 -0.4800,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Asuma_Toki
	{
		mesh = weapons/firearm/BA_Weapon_Asuma_Toki,
		texture = weapons/firearm/BA_Weapon_Asuma_Toki,
		attachment muzzle
		{		
			offset = 0.0000 0.0360 -0.2200,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Chidori_Michiru
	{
		mesh = weapons/firearm/BA_Weapon_Chidori_Michiru,
		texture = weapons/firearm/BA_Weapon_Chidori_Michiru,
		attachment muzzle
		{		
			offset = 0.0000 0.0360 -0.4500,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Endo_Shimiko
	{
		mesh = weapons/firearm/BA_Weapon_Endo_Shimiko,
		texture = weapons/firearm/BA_Weapon_Endo_Shimiko,
		attachment muzzle
		{		
			offset = 0.0000 0.0360 -0.3600,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Hakari_Atsuko
	{
		mesh = weapons/firearm/BA_Weapon_Hakari_Atsuko,
		texture = weapons/firearm/BA_Weapon_Hakari_Atsuko,
		attachment muzzle
		{		
			offset = 0.0000 0.0380 -0.2500,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Hanaoka_Yuzu
	{
		mesh = weapons/firearm/BA_Weapon_Hanaoka_Yuzu,
		texture = weapons/firearm/BA_Weapon_Hanaoka_Yuzu,
	}
	model BA_Weapon_Hanekawa_Hasumi
	{
		mesh = weapons/firearm/BA_Weapon_Hanekawa_Hasumi,
		texture = weapons/firearm/BA_Weapon_Hanekawa_Hasumi,
		attachment muzzle
		{		
			offset = 0.0000 0.0400 -0.5500,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Hayase_Yuuka
	{
		mesh = weapons/firearm/BA_Weapon_Hayase_Yuuka,
		texture = weapons/firearm/BA_Weapon_Hayase_Yuuka,
		attachment muzzle
		{		
			offset = 0.0000 0.0400 -0.2500,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Himuro_Sena
	{
		mesh = weapons/firearm/BA_Weapon_Himuro_Sena,
		texture = weapons/firearm/BA_Weapon_Himuro_Sena,
	}
	model BA_Weapon_Hinomia_Chinatsu
	{
		mesh = weapons/firearm/BA_Weapon_Hinomia_Chinatsu,
		texture = weapons/firearm/BA_Weapon_Hinomia_Chinatsu,
		attachment muzzle
		{		
			offset = 0.0000 -0.0450 -0.2500,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Ibaragi_Yoshimi
	{
		mesh = weapons/firearm/BA_Weapon_Ibaragi_Yoshimi,
		texture = weapons/firearm/BA_Weapon_Ibaragi_Yoshimi,
		attachment muzzle
		{		
			offset = 0.0000 0.0360 -0.3600,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Ichinose_Asuna
	{
		mesh = weapons/firearm/BA_Weapon_Ichinose_Asuna,
		texture = weapons/firearm/BA_Weapon_Ichinose_Asuna,
		attachment muzzle
		{		
			offset = 0.0000 0.0360 -0.3200,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Igusa_Haruka
	{
		mesh = weapons/firearm/BA_Weapon_Igusa_Haruka,
		texture = weapons/firearm/BA_Weapon_Igusa_Haruka,
		attachment muzzle
		{		
			offset = 0.0000 0.0500 -0.5000,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Ikekura_Marina
	{
		mesh = weapons/firearm/BA_Weapon_Ikekura_Marina,
		texture = weapons/firearm/BA_Weapon_Ikekura_Marina,
		attachment muzzle
		{		
			offset = 0.0000 0.0460 -0.3600,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Imashino_Misaki
	{
		mesh = weapons/firearm/BA_Weapon_Imashino_Misaki,
		texture = weapons/firearm/BA_Weapon_Imashino_Misaki,
	}
	model BA_Weapon_Iochi_Mari
	{
		mesh = weapons/firearm/BA_Weapon_Iochi_Mari,
		texture = weapons/firearm/BA_Weapon_Iochi_Mari,
		attachment muzzle
		{		
			offset = 0.0000 -0.0320 -0.1800,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Isami_Kaede
	{
		mesh = weapons/firearm/BA_Weapon_Isami_Kaede,
		texture = weapons/firearm/BA_Weapon_Isami_Kaede,
	}
	model BA_Weapon_Izayoi_Nonomi
	{
		mesh = weapons/firearm/BA_Weapon_Izayoi_Nonomi,
		texture = weapons/firearm/BA_Weapon_Izayoi_Nonomi,
		attachment muzzle
		{		
			offset = 0.0000 -0.0900 -0.5800,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Izumimoto_Eimi
	{
		mesh = weapons/firearm/BA_Weapon_Izumimoto_Eimi,
		texture = weapons/firearm/BA_Weapon_Izumimoto_Eimi,
		attachment muzzle
		{		
			offset = 0.0000 0.0380 -0.4200,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Joumae_Saori
	{
		mesh = weapons/firearm/BA_Weapon_Joumae_Saori,
		texture = weapons/firearm/BA_Weapon_Joumae_Saori,
		attachment muzzle
		{		
			offset = 0.0000 0.0420 -0.4000,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Kagami_Chihiro
	{
		mesh = weapons/firearm/BA_Weapon_Kagami_Chihiro,
		texture = weapons/firearm/BA_Weapon_Kagami_Chihiro,
		attachment muzzle
		{		
			offset = 0.0000 0.0400 -0.4000,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Kakudate_Karin
	{
		mesh = weapons/firearm/BA_Weapon_Kakudate_Karin,
		texture = weapons/firearm/BA_Weapon_Kakudate_Karin,
		attachment muzzle
		{		
			offset = 0.0000 0.0800 -0.7400,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Kasuga_Tsubaki
	{
		mesh = weapons/firearm/BA_Weapon_Kasuga_Tsubaki,
		texture = weapons/firearm/BA_Weapon_Kasuga_Tsubaki,
		attachment muzzle
		{		
			offset = 0.0000 -0.0440 -0.2200,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Kawawa_Shizuko
	{
		mesh = weapons/firearm/BA_Weapon_Kawawa_Shizuko,
		texture = weapons/firearm/BA_Weapon_Kawawa_Shizuko,
		attachment muzzle
		{		
			offset = 0.0000 0.0400 -0.4400,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Kazekura_Moe
	{
		mesh = weapons/firearm/BA_Weapon_Kazekura_Moe,
		texture = weapons/firearm/BA_Weapon_Kazekura_Moe,
		attachment muzzle
		{		
			offset = 0.0000 -0.0360 -0.2200,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Kenzaki_Tsurugi
	{
		mesh = weapons/firearm/BA_Weapon_Kenzaki_Tsurugi,
		texture = weapons/firearm/BA_Weapon_Kenzaki_Tsurugi,
		attachment muzzle
		{		
			offset = 0.0000 0.0480 -0.3800,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Kirifuji_Nagisa
	{
		mesh = weapons/firearm/BA_Weapon_Kirifuji_Nagisa,
		texture = weapons/firearm/BA_Weapon_Kirifuji_Nagisa,
		attachment muzzle
		{		
			offset = 0.0000 -0.0360 -0.1800,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Kirimura_Airi
	{
		mesh = weapons/firearm/BA_Weapon_Kirimura_Airi,
		texture = weapons/firearm/BA_Weapon_Kirimura_Airi,
		attachment muzzle
		{		
			offset = 0.0000 -0.0400 -0.2200,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Konoe_Mina_1
	{
		mesh = weapons/firearm/BA_Weapon_Konoe_Mina_1,
		texture = weapons/firearm/BA_Weapon_Konoe_Mina,
		attachment muzzle
		{		
			offset = 0.0000 -0.0400 -0.2000,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Konoe_Mina_2
	{
		mesh = weapons/firearm/BA_Weapon_Konoe_Mina_2,
		texture = weapons/firearm/BA_Weapon_Konoe_Mina,
		attachment muzzle
		{		
			offset = 0.0000 -0.0400 -0.1800,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Konuri_Maki
	{
		mesh = weapons/firearm/BA_Weapon_Konuri_Maki,
		texture = weapons/firearm/BA_Weapon_Konuri_Maki,
		attachment muzzle
		{		
			offset = 0.0000 0.0400 -0.4600,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Kosaka_Wakamo
	{
		mesh = weapons/firearm/BA_Weapon_Kosaka_Wakamo,
		texture = weapons/firearm/BA_Weapon_Kosaka_Wakamo,
		attachment muzzle
		{		
			offset = 0.0000 0.0340 -0.5400,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Kozeki_Ui
	{
		mesh = weapons/firearm/BA_Weapon_Kozeki_Ui,
		texture = weapons/firearm/BA_Weapon_Kozeki_Ui,
		attachment muzzle
		{		
			offset = 0.0000 0.0400 -0.4400,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Kuda_Izuna
	{
		mesh = weapons/firearm/BA_Weapon_Kuda_Izuna,
		texture = weapons/firearm/BA_Weapon_Kuda_Izuna,
		attachment muzzle
		{		
			offset = 0.0000 0.0420 -0.3400,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Kurodate_Haruna
	{
		mesh = weapons/firearm/BA_Weapon_Kurodate_Haruna,
		texture = weapons/firearm/BA_Weapon_Kurodate_Haruna,
		attachment muzzle
		{		
			offset = 0.0000 0.0420 -0.4800,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Kuromi_Serika
	{
		mesh = weapons/firearm/BA_Weapon_Kuromi_Serika,
		texture = weapons/firearm/BA_Weapon_Kuromi_Serika,
		attachment muzzle
		{		
			offset = 0.0000 0.0460 -0.3800,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Kurosaki_Koyuki
	{
		mesh = weapons/firearm/BA_Weapon_Kurosaki_Koyuki,
		texture = weapons/firearm/BA_Weapon_Kurosaki_Koyuki,
		attachment muzzle
		{		
			offset = 0.0000 0.0420 -0.4800,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	
	model BA_Weapon_Kuwakami_Kaho
	{
		mesh = weapons/firearm/BA_Weapon_Kuwakami_Kaho,
		texture = weapons/firearm/BA_Weapon_Kuwakami_Kaho,
		attachment muzzle
		{		
			offset = 0.0000 0.0400 -0.4600,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Kyouyama_Kazusa
	{
		mesh = weapons/firearm/BA_Weapon_Kyouyama_Kazusa,
		texture = weapons/firearm/BA_Weapon_Kyouyama_Kazusa,
		attachment muzzle
		{		
			offset = 0.0000 0.0480 -0.4400,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Mayoi_Shigure
	{
		mesh = weapons/firearm/BA_Weapon_Mayoi_Shigure,
		texture = weapons/firearm/BA_Weapon_Mayoi_Shigure,
	}
	model BA_Weapon_Mikamo_Neru
	{
		mesh = weapons/firearm/BA_Weapon_Mikamo_Neru,
		texture = weapons/firearm/BA_Weapon_Mikamo_Neru,
		attachment muzzle
		{		
			offset = 0.0000 -0.0360 -0.2400,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Misono_Mika
	{
		mesh = weapons/firearm/BA_Weapon_Misono_Mika,
		texture = weapons/firearm/BA_Weapon_Misono_Mika,
		attachment muzzle
		{		
			offset = 0.0000 0.0400 -0.3400,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Mizuha_Mimori
	{
		mesh = weapons/firearm/BA_Weapon_Mizuha_Mimori,
		texture = weapons/firearm/BA_Weapon_Mizuha_Mimori,
		attachment muzzle
		{		
			offset = 0.0000 -0.0260 -0.1400,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Morizuki_Suzumi
	{
		mesh = weapons/firearm/BA_Weapon_Morizuki_Suzumi,
		texture = weapons/firearm/BA_Weapon_Morizuki_Suzumi,
		attachment muzzle
		{		
			offset = 0.0000 0.0320 -0.3800,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Murokasa_Akane
	{
		mesh = weapons/firearm/BA_Weapon_Murokasa_Akane,
		texture = weapons/firearm/BA_Weapon_Murokasa_Akane,
		attachment muzzle
		{		
			offset = 0.0000 -0.0360 -0.1900,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Nakatsukasa_Kirino
	{
		mesh = weapons/firearm/BA_Weapon_Nakatsukasa_Kirino,
		texture = weapons/firearm/BA_Weapon_Nakatsukasa_Kirino,
		attachment muzzle
		{		
			offset = 0.0000 -0.0340 -0.1400,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Natsume_Iroha
	{
		mesh = weapons/firearm/BA_Weapon_Natsume_Iroha,
		texture = weapons/firearm/BA_Weapon_Natsume_Iroha,
		attachment muzzle
		{		
			offset = 0.0000 -0.0340 -0.1300,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Nemugaki_Fubuki
	{
		mesh = weapons/firearm/BA_Weapon_Nemugaki_Fubuki,
		texture = weapons/firearm/BA_Weapon_Nemugaki_Fubuki,
		attachment muzzle
		{		
			offset = 0.0000 0.0560 -0.4800,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Ogata_Kanna
	{
		mesh = weapons/firearm/BA_Weapon_Ogata_Kanna,
		texture = weapons/firearm/BA_Weapon_Ogata_Kanna,
		attachment muzzle
		{		
			offset = 0.0000 -0.0240 -0.1800,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Okusora_Ayane
	{
		mesh = weapons/firearm/BA_Weapon_Okusora_Ayane,
		texture = weapons/firearm/BA_Weapon_Okusora_Ayane,
		attachment muzzle
		{		
			offset = 0.0000 -0.0320 -0.1800,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Omagari_Hare
	{
		mesh = weapons/firearm/BA_Weapon_Omagari_Hare,
		texture = weapons/firearm/BA_Weapon_Omagari_Hare,
		attachment muzzle
		{		
			offset = 0.0000 0.0420 -0.3200,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Onikata_Kayoko
	{
		mesh = weapons/firearm/BA_Weapon_Onikata_Kayoko,
		texture = weapons/firearm/BA_Weapon_Onikata_Kayoko,
		attachment muzzle
		{		
			offset = 0.0000 -0.0340 -0.2800,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Oono_Tsukoyo
	{
		mesh = weapons/firearm/BA_Weapon_Oono_Tsukoyo,
		texture = weapons/firearm/BA_Weapon_Oono_Tsukoyo,
		attachment muzzle
		{		
			offset = 0.0000 0.0400 -0.3600,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Otohana_Sumire
	{
		mesh = weapons/firearm/BA_Weapon_Otohana_Sumire,
		texture = weapons/firearm/BA_Weapon_Otohana_Sumire,
		attachment muzzle
		{		
			offset = 0.0000 0.0380 -0.4200,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Otose_Kotama
	{
		mesh = weapons/firearm/BA_Weapon_Otose_Kotama,
		texture = weapons/firearm/BA_Weapon_Otose_Kotama,
		attachment muzzle
		{		
			offset = 0.0000 -0.0280 -0.1800,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Renkawa_Cherino
	{
		mesh = weapons/firearm/BA_Weapon_Renkawa_Cherino,
		texture = weapons/firearm/BA_Weapon_Renkawa_Cherino,
		attachment muzzle
		{		
			offset = 0.0000 -0.0380 -0.2200,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Rikuhachima_Aru
	{
		mesh = weapons/firearm/BA_Weapon_Rikuhachima_Aru,
		texture = weapons/firearm/BA_Weapon_Rikuhachima_Aru,
		attachment muzzle
		{		
			offset = 0.0000 0.0400 -0.4800,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Saiba_Midori
	{
		mesh = weapons/firearm/BA_Weapon_Saiba_Midori,
		texture = weapons/firearm/BA_Weapon_Saiba_Midori,
		attachment muzzle
		{		
			offset = 0.0000 0.0300 -0.4200,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Saiba_Momoi
	{
		mesh = weapons/firearm/BA_Weapon_Saiba_Momoi,
		texture = weapons/firearm/BA_Weapon_Saiba_Momoi,
		attachment muzzle
		{		
			offset = 0.0000 0.0260 -0.4200,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Saori_Handgun
	{
		mesh = weapons/firearm/BA_Weapon_Saori_Handgun,
		texture = weapons/firearm/BA_Weapon_Saori_Handgun,
		attachment muzzle
		{		
			offset = 0.0000 -0.0320 -0.1700,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Sashiro_Tomoe
	{
		mesh = weapons/firearm/BA_Weapon_Sashiro_Tomoe,
		texture = weapons/firearm/BA_Weapon_Sashiro_Tomoe,
		attachment muzzle
		{		
			offset = 0.0000 0.0480 -0.4900,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Shimokura_Megu
	{
		mesh = weapons/firearm/BA_Weapon_Shimokura_Megu,
		texture = weapons/firearm/BA_Weapon_Shimokura_Megu,
	}
	model BA_Weapon_Shirasu_Azusa
	{
		mesh = weapons/firearm/BA_Weapon_Shirasu_Azusa,
		texture = weapons/firearm/BA_Weapon_Shirasu_Azusa,
		attachment muzzle
		{		
			offset = 0.0000 0.0320 -0.3600,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Shiroishi_Utaha
	{
		mesh = weapons/firearm/BA_Weapon_Shiroishi_Utaha,
		texture = weapons/firearm/BA_Weapon_Shiroishi_Utaha,
		attachment muzzle
		{		
			offset = 0.0000 -0.0360 -0.2200,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Shiromi_Iori
	{
		mesh = weapons/firearm/BA_Weapon_Shiromi_Iori,
		texture = weapons/firearm/BA_Weapon_Shiromi_Iori,
		attachment muzzle
		{		
			offset = 0.0000 0.0300 -0.4600,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Shishidou_Izumi
	{
		mesh = weapons/firearm/BA_Weapon_Shishidou_Izumi,
		texture = weapons/firearm/BA_Weapon_Shishidou_Izumi,
		attachment muzzle
		{		
			offset = 0.0000 0.0340 -0.3800,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Shizuyama_Mashiro
	{
		mesh = weapons/firearm/BA_Weapon_Shizuyama_Mashiro,
		texture = weapons/firearm/BA_Weapon_Shizuyama_Mashiro,
		attachment muzzle
		{		
			offset = 0.0000 0.0200 -0.8200,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Sumi_Serina
	{
		mesh = weapons/firearm/BA_Weapon_Sumi_Serina,
		texture = weapons/firearm/BA_Weapon_Sumi_Serina,
		attachment muzzle
		{		
			offset = 0.0000 0.0420 -0.3000,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Sunaookami_Shiroko
	{
		mesh = weapons/firearm/BA_Weapon_Sunaookami_Shiroko,
		texture = weapons/firearm/BA_Weapon_Sunaookami_Shiroko,
		attachment muzzle
		{		
			offset = 0.0000 0.0420 -0.3800,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Sunohara_Kokona
	{
		mesh = weapons/firearm/BA_Weapon_Sunohara_Kokona,
		texture = weapons/firearm/BA_Weapon_Sunohara_Kokona,
		attachment muzzle
		{		
			offset = 0.0000 0.0400 -0.4200,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Sunohara_Shun
	{
		mesh = weapons/firearm/BA_Weapon_Sunohara_Shun,
		texture = weapons/firearm/BA_Weapon_Sunohara_Shun,
		attachment muzzle
		{		
			offset = 0.0000 0.0400 -0.5200,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Takanashi_Hoshino
	{
		mesh = weapons/firearm/BA_Weapon_Takanashi_Hoshino,
		texture = weapons/firearm/BA_Weapon_Takanashi_Hoshino,
		attachment muzzle
		{		
			offset = 0.0000 0.0520 -0.4400,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Toyomi_Kotori
	{
		mesh = weapons/firearm/BA_Weapon_Toyomi_Kotori,
		texture = weapons/firearm/BA_Weapon_Toyomi_Kotori,
		attachment muzzle
		{		
			offset = 0.0000 -0.1100 -0.5800,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Tsuchinaga_Hiyori
	{
		mesh = weapons/firearm/BA_Weapon_Tsuchinaga_Hiyori,
		texture = weapons/firearm/BA_Weapon_Tsuchinaga_Hiyori,
		attachment muzzle
		{		
			offset = 0.0000 0.0600 -0.6400,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Tsukiyuki_Miyako
	{
		mesh = weapons/firearm/BA_Weapon_Tsukiyuki_Miyako,
		texture = weapons/firearm/BA_Weapon_Tsukiyuki_Miyako,
		attachment muzzle
		{		
			offset = 0.0000 0.0400 -0.4200,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Urawa_Hanako
	{
		mesh = weapons/firearm/BA_Weapon_Urawa_Hanako,
		texture = weapons/firearm/BA_Weapon_Urawa_Hanako,
		attachment muzzle
		{		
			offset = 0.0000 0.0400 -0.3000,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Ushimaki_Juri
	{
		mesh = weapons/firearm/BA_Weapon_Ushimaki_Juri,
		texture = weapons/firearm/BA_Weapon_Ushimaki_Juri,
		attachment muzzle
		{		
			offset = 0.0000 0.0400 -0.4600,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Ushio_Noa
	{
		mesh = weapons/firearm/BA_Weapon_Ushio_Noa,
		texture = weapons/firearm/BA_Weapon_Ushio_Noa,
		attachment muzzle
		{		
			offset = 0.0000 -0.0400 -0.1800,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Utazumi_Sakurako
	{
		mesh = weapons/firearm/BA_Weapon_Utazumi_Sakurako,
		texture = weapons/firearm/BA_Weapon_Utazumi_Sakurako,
		attachment muzzle
		{		
			offset = 0.0000 0.0260 -0.2400,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Wakaba_Hinata
	{
		mesh = weapons/firearm/BA_Weapon_Wakaba_Hinata,
		texture = weapons/firearm/BA_Weapon_Wakaba_Hinata,
		attachment muzzle
		{		
			offset = 0.0000 -0.0280 -0.2000,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Waraku_Chise
	{
		mesh = weapons/firearm/BA_Weapon_Waraku_Chise,
		texture = weapons/firearm/BA_Weapon_Waraku_Chise,
	}
	model BA_Weapon_Yakushi_Saya
	{
		mesh = weapons/firearm/BA_Weapon_Yakushi_Saya,
		texture = weapons/firearm/BA_Weapon_Yakushi_Saya,
		attachment muzzle
		{		
			offset = 0.0000 -0.0340 -0.1800,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Yutori_Natsu
	{
		mesh = weapons/firearm/BA_Weapon_Yutori_Natsu,
		texture = weapons/firearm/BA_Weapon_Yutori_Natsu,
		attachment muzzle
		{		
			offset = 0.0000 -0.0280 -0.1200,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Sorasaki_Hina
	{
		mesh = weapons/firearm/BA_Weapon_Sorasaki_Hina,
		texture = weapons/firearm/BA_Weapon_Sorasaki_Hina,
		attachment muzzle
		{		
			offset = 0.0000 0.0240 -0.5000,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Akashi_Junko
	{
		mesh = weapons/firearm/BA_Weapon_Akashi_Junko,
		texture = weapons/firearm/BA_Weapon_Akashi_Junko,
		attachment muzzle
		{		
			offset = 0.0000 0.0240 -0.3600,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Shimoe_Koharu
	{
		mesh = weapons/firearm/BA_Weapon_Shimoe_Koharu,
		texture = weapons/firearm/BA_Weapon_Shimoe_Koharu,
		attachment muzzle
		{		
			offset = 0.0000 0.0520 -0.5200,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Asagi_Mutsuki
	{
		mesh = weapons/firearm/BA_Weapon_Asagi_Mutsuki,
		texture = weapons/firearm/BA_Weapon_Asagi_Mutsuki,
		attachment muzzle
		{		
			offset = 0.0000 0.0520 -0.4200,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Uzawa_Reisa
	{
		mesh = weapons/firearm/BA_Weapon_Uzawa_Reisa,
		texture = weapons/firearm/BA_Weapon_Uzawa_Reisa,
		attachment muzzle
		{		
			offset = 0.0000 0.0680 -0.3200,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Yasumori_Minori
	{
		mesh = weapons/firearm/BA_Weapon_Yasumori_Minori,
		texture = weapons/firearm/BA_Weapon_Yasumori_Minori,
		attachment muzzle
		{		
			offset = 0.0000 0.0440 -0.3800,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Kinugawa_Kasumi
	{
		mesh = weapons/firearm/BA_Weapon_Kinugawa_Kasumi,
		texture = weapons/firearm/BA_Weapon_Kinugawa_Kasumi,
		attachment muzzle
		{		
			offset = 0.0000 -0.0200 -0.1700,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Kurumi
	{
		mesh = weapons/firearm/BA_Weapon_Kurumi,
		texture = weapons/firearm/BA_Weapon_Kurumi,
		attachment muzzle
		{		
			offset = 0.0000 0.0340 -0.3000,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Niko
	{
		mesh = weapons/firearm/BA_Weapon_Niko,
		texture = weapons/firearm/BA_Weapon_Niko,
		attachment muzzle
		{		
			offset = 0.0000 0.0480 -0.4500,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Shichido_Yukino
	{
		mesh = weapons/firearm/BA_Weapon_Shichido_Yukino,
		texture = weapons/firearm/BA_Weapon_Shichido_Yukino,
		attachment muzzle
		{		
			offset = 0.0000 0.0460 -0.3500,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Shokuhou_Misaki
	{
		mesh = weapons/firearm/BA_Weapon_Shokuhou_Misaki,
		texture = weapons/firearm/BA_Weapon_Shokuhou_Misaki,
		attachment muzzle
		{		
			offset = 0.0000 -0.0250 -0.1600,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Otogi
	{
		mesh = weapons/firearm/BA_Weapon_Otogi,
		texture = weapons/firearm/BA_Weapon_Otogi,
		attachment muzzle
		{		
			offset = 0.0000 0.0340 -0.6000,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Misaka_Mikoto
	{
		mesh = weapons/firearm/BA_Weapon_Misaka_Mikoto,
		texture = weapons/firearm/BA_Weapon_Misaka_Mikoto,
		attachment muzzle
		{		
			offset = 0.0000 0.0360 -0.2800,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Himeki_Meru
	{
		mesh = weapons/firearm/BA_Weapon_Himeki_Meru,
		texture = weapons/firearm/BA_Weapon_Himeki_Meru,
		attachment muzzle
		{		
			offset = 0.0000 -0.0300 -0.2700,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Nakamasa_Ichika
	{
		mesh = weapons/firearm/BA_Weapon_Nakamasa_Ichika,
		texture = weapons/firearm/BA_Weapon_Nakamasa_Ichika,
		attachment muzzle
		{		
			offset = 0.0000 0.0360 -0.3500,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Saten_Ruiko
	{
		mesh = weapons/firearm/BA_Weapon_Saten_Ruiko,
		texture = weapons/firearm/BA_Weapon_Saten_Ruiko,
		attachment muzzle
		{		
			offset = 0.0000 0.0440 -0.3000,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Tanga_Ibuki
	{
		mesh = weapons/firearm/BA_Weapon_Tanga_Ibuki,
		texture = weapons/firearm/BA_Weapon_Tanga_Ibuki,
		attachment muzzle
		{		
			offset = 0.0000 0.0250 -0.3300,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Hanuma_Makoto
	{
		mesh = weapons/firearm/BA_Weapon_Hanuma_Makoto,
		texture = weapons/firearm/BA_Weapon_Hanuma_Makoto,
		attachment muzzle
		{		
			offset = 0.0000 0.0280 -0.3200,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Kadenokouji_Yukari
	{
		mesh = weapons/firearm/BA_Weapon_Kadenokouji_Yukari,
		texture = weapons/firearm/BA_Weapon_Kadenokouji_Yukari,
		attachment muzzle
		{		
			offset = 0.0000 0.0380 -0.5200,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Fuwa_Renge
	{
		mesh = weapons/firearm/BA_Weapon_Fuwa_Renge,
		texture = weapons/firearm/BA_Weapon_Fuwa_Renge,
		attachment muzzle
		{		
			offset = 0.0000 0.0380 -0.5200,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	model BA_Weapon_Kiryuu_Kikyou
	{
		mesh = weapons/firearm/BA_Weapon_Kiryuu_Kikyou,
		texture = weapons/firearm/BA_Weapon_Kiryuu_Kikyou,
		attachment muzzle
		{		
			offset = 0.0000 0.0380 -0.5200,	/* X(斜向上为正) Z() Y(斜向上为正) */
			rotate = 0.0000 180.0000 0.0000,	
		}
	}
	
}