module Base
{
	model BHP
	{
		mesh = weapons/firearm/BHP,
		texture = weapons/firearm/BHP,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1380 -0.0180,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.1340 -0.0180,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model 92FS
	{
		mesh = weapons/firearm/M9,
		texture = weapons/firearm/92FS,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1540 -0.0240,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.1440 -0.0240,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model M9
	{
		mesh = weapons/firearm/M9,
		texture = weapons/firearm/M9,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1510 -0.0240,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.1440 -0.0240,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model DE44
	{
		mesh = weapons/firearm/DE44,
		texture = weapons/firearm/DE44,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1730 -0.0250,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.1250 -0.0500,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.1700 -0.0260,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0000 0.1110 -0.0500,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model 1911
	{
		mesh = weapons/firearm/1911,
		texture = weapons/firearm/1911,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1480 -0.0210,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.1430 -0.0200,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model 1911Rail
	{
		mesh = weapons/firearm/1911Rail,
		texture = weapons/firearm/1911,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1480 -0.0210,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0600 -0.0500,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment reddot
		{
			offset = 0.0000 0.0600 -0.0500,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.1430 -0.0200,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model 1911Command
	{
		mesh = weapons/firearm/1911Command,
		texture = weapons/firearm/1911Gov,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1340 -0.0210,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.1290 -0.0200,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model 1911Officer
	{
		mesh = weapons/firearm/1911Officer,
		texture = weapons/firearm/1911Gov,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1210 -0.0200,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.1160 -0.0200,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model DeltaElite
	{
		mesh = weapons/firearm/1911,
		texture = weapons/firearm/DeltaElite,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1380 -0.0280,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.1430 -0.0200,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model DeltaEliteRail
	{
		mesh = weapons/firearm/1911Rail,
		texture = weapons/firearm/DeltaElite,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1380 -0.0280,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0600 -0.0500,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment reddot
		{
			offset = 0.0000 0.0600 -0.0500,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.1430 -0.0200,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model 1911Gov
	{
		mesh = weapons/firearm/1911,
		texture = weapons/firearm/1911Gov,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1470 -0.0210,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0670 -0.0380,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment reddot
		{
			offset = 0.0000 0.0670 -0.0380,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.1430 -0.0200,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model 1911GovRail
	{
		mesh = weapons/firearm/1911Rail,
		texture = weapons/firearm/1911Gov,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1470 -0.0210,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0600 -0.0500,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment reddot
		{
			offset = 0.0000 0.0600 -0.0500,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.1430 -0.0200,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model Longslide
	{
		mesh = weapons/firearm/Longslide,
		texture = weapons/firearm/Longslide,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1730 -0.0210,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0600 -0.0500,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment reddot
		{
			offset = 0.0000 0.0600 -0.0500,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.0270 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.1720 -0.0200,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model LongslideRail
	{
		mesh = weapons/firearm/LongslideRail,
		texture = weapons/firearm/Longslide,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1730 -0.0210,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0600 -0.0500,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment reddot
		{
			offset = 0.0000 0.0600 -0.0500,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.1720 -0.0200,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model Glock
	{
		mesh = weapons/firearm/Glock,
		texture = weapons/firearm/Glock,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1340 -0.0220,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.1300 -0.0210,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model SW5906
	{
		mesh = weapons/firearm/SW5906,
		texture = weapons/firearm/SW5906,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1350 -0.0240,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.1310 -0.0240,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model SW4506
	{
		mesh = weapons/firearm/SW4506,
		texture = weapons/firearm/SW5906,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1540 -0.0230,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.1500 -0.0240,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model RugP89
	{
		mesh = weapons/firearm/RugP89,
		texture = weapons/firearm/RugP89,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1410 -0.0220,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.1380 -0.0200,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model P226
	{
		mesh = weapons/firearm/P226,
		texture = weapons/firearm/P226,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1390 -0.0250,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.1350 -0.0230,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model P228
	{
		mesh = weapons/firearm/P228,
		texture = weapons/firearm/P226,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1290 -0.0250,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.1250 -0.0220,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model P7M8
	{
		mesh = weapons/firearm/P7M8,
		texture = weapons/firearm/P7M8,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1160 -0.0160,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.1130 -0.0170,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model USP
	{
		mesh = weapons/firearm/USP,
		texture = weapons/firearm/USP,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1290 -0.0200,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.1270 -0.0200,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model CZ75B
	{
		mesh = weapons/firearm/CZ75B,
		texture = weapons/firearm/CZ75B,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1370 -0.0230,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.1340 -0.0230,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model TEC9
	{
		mesh = weapons/firearm/TEC9,
		texture = weapons/firearm/TEC9,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1810 -0.0260,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.1700 -0.0260,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model MAC10
	{
		mesh = weapons/firearm/MAC10,
		texture = weapons/firearm/MAC10,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1400 -0.0190,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.1090 -0.0180,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model Uzi
	{
		mesh = weapons/firearm/Uzi,
		texture = weapons/firearm/Uzi,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1950 -0.0180,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.1430 -0.0180,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model CalicoPistol
	{
		mesh = weapons/firearm/CalicoPistol,
		texture = weapons/firearm/CalicoRifle,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.2420 -0.0090,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.2360 -0.0090,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model Raven25
	{
		mesh = weapons/firearm/Raven25,
		texture = weapons/firearm/Raven25,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.0920 -0.0120,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.0870 -0.0130,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model J22
	{
		mesh = weapons/firearm/J22,
		texture = weapons/firearm/J22,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.0960 -0.0130,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.0920 -0.0130,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model P380
	{
		mesh = weapons/firearm/P380,
		texture = weapons/firearm/P380,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.0990 -0.0140,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.0950 -0.0140,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model 83Cheetah
	{
		mesh = weapons/firearm/83Cheetah,
		texture = weapons/firearm/92FS,

		attachment muzzle
		{
			offset = 0.0000 0.0990 -0.0140,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.1140 -0.0180,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model Hammerless
	{
		mesh = weapons/firearm/Hammerless,
		texture = weapons/firearm/Hammerless,

		attachment muzzle
		{
			offset = 0.0000 0.0990 -0.0140,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.1150 -0.0170,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model PPK
	{
		mesh = weapons/firearm/PPK,
		texture = weapons/firearm/PPK,

		attachment muzzle
		{
			offset = 0.0000 0.0990 -0.0140,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.1030 -0.0150,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model Bobcat
	{
		mesh = weapons/firearm/Bobcat,
		texture = weapons/firearm/Bobcat,

		attachment muzzle
		{
			offset = 0.0000 0.0900 -0.0170,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.0840 -0.0170,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model Buckmark
	{
		mesh = weapons/firearm/Buckmark,
		texture = weapons/firearm/Buckmark,

		attachment muzzle
		{
			offset = 0.0000 0.1590 -0.0160,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.1550 -0.0170,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model Rugmark
	{
		mesh = weapons/firearm/Rugmark,
		texture = weapons/firearm/Rugmark,

		attachment muzzle
		{
			offset = 0.0000 0.1870 -0.0180,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.1800 -0.0170,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model SW625
	{
		mesh = weapons/firearm/SW625,
		texture = weapons/firearm/SW625,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1600 -0.0340,
			rotate = -90.0000 0.0000 -100.0000,
		}
	}
	model SW625Rail
	{
		mesh = weapons/firearm/SW625Rail,
		texture = weapons/firearm/SW625,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1600 -0.0340,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0800 -0.0600,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment reddot
		{
			offset = 0.0000 0.0800 -0.0600,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model SW29
	{
		mesh = weapons/firearm/SW29,
		texture = weapons/firearm/SW29,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.2020 -0.0320,
			rotate = -90.0000 0.0000 -100.0000,
		}
	}
	model SW29Rail
	{
		mesh = weapons/firearm/SW29Rail,
		texture = weapons/firearm/SW29,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.2020 -0.0320,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0800 -0.0600,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment reddot
		{
			offset = 0.0000 0.0800 -0.0600,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model SW36
	{
		mesh = weapons/firearm/SW36,
		texture = weapons/firearm/SW36,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1370 -0.0250,
			rotate = -90.0000 0.0000 -100.0000,
		}
	}
	model SW10
	{
		mesh = weapons/firearm/SW10,
		texture = weapons/firearm/SW10,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1780 -0.0280,
			rotate = -90.0000 0.0000 -100.0000,
		}
	}
	model SW65
	{
		mesh = weapons/firearm/SW10,
		texture = weapons/firearm/SW65,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1790 -0.0280,
			rotate = -90.0000 0.0000 -100.0000,
		}
	}
	model SW586
	{
		mesh = weapons/firearm/SW586,
		texture = weapons/firearm/SW29,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1580 -0.0280,
			rotate = -90.0000 0.0000 -100.0000,
		}
	}
	model SW586Rail
	{
		mesh = weapons/firearm/SW586Rail,
		texture = weapons/firearm/SW29,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1580 -0.0280,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0840 -0.0570,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment reddot
		{
			offset = 0.0000 0.0840 -0.0570,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model SW17
	{
		mesh = weapons/firearm/SW17,
		texture = weapons/firearm/SW10,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.2040 -0.0300,
			rotate = -90.0000 0.0000 -100.0000,
		}
	}
	model SW17Rail
	{
		mesh = weapons/firearm/SW17Rail,
		texture = weapons/firearm/SW10,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.2040 -0.0300,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0930 -0.0570,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment reddot
		{
			offset = 0.0000 0.0930 -0.0570,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model GP100
	{
		mesh = weapons/firearm/GP100,
		texture = weapons/firearm/GP100,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1610 -0.0320,
			rotate = -90.0000 0.0000 -100.0000,
		}
	}
	model GP100Rail
	{
		mesh = weapons/firearm/GP100Rail,
		texture = weapons/firearm/GP100,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1610 -0.0320,
			rotate = -90.0000 0.0000 -100.0000,
		}

		attachment scope
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			offset = 0.0000 0.0850 -0.0600,
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	model SOWin1912
	{
		mesh = weapons/firearm/SOWin1912,
		texture = weapons/firearm/Win1912,
		scale = 1,

		attachment muzzle
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		attachment scope
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		attachment scope2
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		attachment recoilpad
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		attachment canon
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	}
	model Win1200
	{
		mesh = weapons/firearm/Win1200,
		texture = weapons/firearm/Win1200,
		scale = 1,

		attachment muzzle
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		attachment scope
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		attachment scope2
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		attachment recoilpad
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		attachment canon
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	}
	model SOWin1200
	{
		mesh = weapons/firearm/SOWin1200,
		texture = weapons/firearm/Win1200,
		scale = 1,

		attachment muzzle
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		attachment scope
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		attachment scope2
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		attachment canon
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	}
	model Win1200Def
	{
		mesh = weapons/firearm/Win1200Def,
		texture = weapons/firearm/Win1200Def,
		scale = 1,

		attachment muzzle
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	model Ithaca37
	{
		mesh = weapons/firearm/Ithaca37,
		texture = weapons/firearm/Ithaca37,
		scale = 1,

		attachment muzzle
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		attachment canon
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	}
	model SOIthaca37
	{
		mesh = weapons/firearm/SOIthaca37,
		texture = weapons/firearm/Ithaca37,
		scale = 1,

		attachment muzzle
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	model Ithaca37Riot
	{
		mesh = weapons/firearm/Ithaca37Riot,
		texture = weapons/firearm/Ithaca37,
		scale = 1,

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	model StoegerUplander
	{
		mesh = Weapons/Firearm/StoegerUplander,
		texture = weapons/firearm/StoegerUplander,
		scale = 1,

		attachment muzzle
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		attachment recoilpad
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	}
	model StoegerUplander_OPEN
    {
        mesh = Weapons/Firearm/StoegerUplander_OPEN,
		texture = weapons/firearm/StoegerUplander,
		scale = 1,
    }
	model SOStoegerUplander
	{
		mesh = Weapons/Firearm/SOStoegerUplander,
		texture = weapons/firearm/StoegerUplander,
		scale = 1,

		attachment muzzle
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	model SOStoegerUplander_OPEN
    {
        mesh = Weapons/Firearm/SOStoegerUplander_OPEN,
		texture = weapons/firearm/StoegerUplander,
		scale = 1,
    }
	model SavageFox
	{
		mesh = Weapons/Firearm/StoegerUplander,
		texture = weapons/firearm/SavageFox,
		scale = 1,

		attachment muzzle
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		attachment recoilpad
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	}
	model SavageFox_OPEN
    {
        mesh = Weapons/Firearm/StoegerUplander_OPEN,
		texture = weapons/firearm/SavageFox,
		scale = 1,
    }
	model SOSavageFox
	{
		mesh = Weapons/Firearm/SOStoegerUplander,
		texture = weapons/firearm/SavageFox,
		scale = 1,

		attachment muzzle
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		attachment recoilpad
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	}
	model SOSavageFox_OPEN
    {
        mesh = Weapons/Firearm/SOStoegerUplander_OPEN,
		texture = weapons/firearm/SavageFox,
		scale = 1,
    }
	model Win37
	{
		mesh = Weapons/Firearm/Win37,
		texture = weapons/firearm/Win37,
		scale = 1,

		attachment muzzle
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	model Win37_OPEN
	{
		mesh = Weapons/Firearm/Win37_OPEN,
		texture = weapons/firearm/Win37,
		scale = 1,

		attachment canon
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	model SOWin37
	{
		mesh = Weapons/Firearm/SOWin37,
		texture = weapons/firearm/Win37,
		scale = 1,

		attachment muzzle
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	}
	model SOWin37_OPEN
    {
        mesh = Weapons/Firearm/SOWin37,
		texture = weapons/firearm/Win37,
		scale = 1,
    }
	model BrownCitori
	{
		mesh = Weapons/Firearm/BrownCitori,
		texture = weapons/firearm/BrownCitori,
		scale = 1,

		attachment muzzle
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	}
	model BrownCitori_OPEN
    {
        mesh = Weapons/Firearm/BrownCitori_OPEN,
		texture = weapons/firearm/BrownCitori,
		scale = 1,
    }
	model SOBrownCitori
	{
		mesh = Weapons/Firearm/SOBrownCitori,
		texture = weapons/firearm/BrownCitori,
		scale = 1,

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	model SOBrownCitori_OPEN
    {
        mesh = Weapons/Firearm/SOBrownCitori_OPEN,
		texture = weapons/firearm/BrownCitori,
		scale = 1,
    }
	model Beretta682
	{
		mesh = Weapons/Firearm/Beretta682,
		texture = weapons/firearm/Beretta682,
		scale = 1,

		attachment muzzle
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	model Beretta682_OPEN
    {
        mesh = Weapons/Firearm/Beretta682_OPEN,
		texture = weapons/firearm/Beretta682,
		scale = 1,
    }
	model SOBeretta682
	{
		mesh = Weapons/Firearm/SOBeretta682,
		texture = weapons/firearm/Beretta682,
		scale = 1,

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	model SOBeretta682_OPEN
    {
        mesh = Weapons/Firearm/SOBeretta682_OPEN,
		texture = weapons/firearm/Beretta682,
		scale = 1,
    }
	model Auto5
	{
		mesh = weapons/firearm/Auto5,
		texture = weapons/firearm/Auto5,
		scale = 1,

		attachment muzzle
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	model SOAuto5
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		mesh = weapons/firearm/SOAuto5,
		texture = weapons/firearm/Auto5,
		scale = 1,

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	model Win1400
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		mesh = weapons/firearm/Win1400,
		texture = weapons/firearm/Win1400,
		scale = 1,

		attachment muzzle
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	model SOWin1400
	{
		mesh = weapons/firearm/SOWin1400,
		texture = weapons/firearm/Win1400,
		scale = 1,

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	model Rem1100
	{
		mesh = weapons/firearm/Rem1100,
		texture = weapons/firearm/Rem1100,
		scale = 1,

		attachment muzzle
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	model SORem1100
	{
		mesh = weapons/firearm/SORem1100,
		texture = weapons/firearm/Rem1100,
		scale = 1,

		attachment muzzle
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	model BenelliM3
	{
		mesh = weapons/firearm/BenelliM3,
		texture = weapons/firearm/BenelliM3,
		scale = 1,

		attachment muzzle
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	model SPAS12
	{
		mesh = weapons/firearm/SPAS12,
		texture = weapons/firearm/SPAS12,
		scale = 1,

		attachment muzzle
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		attachment stock
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			rotate = 0.0000 0.0000 0.0000,
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	}
	model SPAS12Fold
	{
		mesh = weapons/firearm/SPAS12Fold,
		texture = weapons/firearm/SPAS12,
		scale = 1,

		attachment muzzle
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	model CAR15BayoUse
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	model CAR15Rail
	{
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	model CAR15RailBayo
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	model CAR15RailBayoUse
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	model M723
	{
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	model M723BayoUse
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	model M723Rail
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	model M723RailBayo
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	model M723RailBayoUse
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	model M249Mag
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	model M60
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	model M1903Bayo
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	model M1903BayoUse
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	model M1917
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		texture = weapons/firearm/M1917,
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	model M1917Bayo
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	model M1917BayoUse
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	model Mauser98K
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		texture = weapons/firearm/Mauser98K,
		scale = 1,

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	model Mauser98KBayo
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		texture = weapons/firearm/Mauser98K,
		scale = 1,

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

		attachment recoilpad
		{
			offset = 0.0000 0.0100 0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model Mauser98KBayoUse
	{
		mesh = weapons/firearm/Mauser98KBayoUse,
		texture = weapons/firearm/Mauser98K,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.4870 0.0330,
			rotate = -90.0000 0.0000 0.0000,
		}

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

		attachment recoilpad
		{
			offset = 0.0000 0.0100 0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model M1Garand
	{
		mesh = weapons/firearm/M1Garand,
		texture = weapons/firearm/M1Garand,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.4930 0.0350,
			rotate = -90.0000 0.0000 0.0000,
		}

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

		attachment canon
		{
			offset = 0.0000 0.4810 0.0290,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model M1GarandBayo
	{
		mesh = weapons/firearm/M1GarandBayo,
		texture = weapons/firearm/M1Garand,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.4930 0.0350,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model M1GarandBayoUse
	{
		mesh = weapons/firearm/M1GarandBayoUse,
		texture = weapons/firearm/M1Garand,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.4930 0.0350,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model M1Carbine
	{
		mesh = weapons/firearm/M1Carbine,
		texture = weapons/firearm/M1Carbine,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.3760 0.0200,
			rotate = -90.0000 0.0000 0.0000,
		}

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

		attachment canon
		{
			offset = 0.0000 0.3690 0.0160,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model M1CarbineBayo
	{
		mesh = weapons/firearm/M1CarbineBayo,
		texture = weapons/firearm/M1Carbine,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.3760 0.0200,
			rotate = -90.0000 0.0000 0.0000,
		}

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

		attachment canon
		{
			offset = 0.0000 0.3690 0.0160,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model M1CarbineBayoUse
	{
		mesh = weapons/firearm/M1CarbineBayoUse,
		texture = weapons/firearm/M1Carbine,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.3760 0.0200,
			rotate = -90.0000 0.0000 0.0000,
		}

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

		attachment canon
		{
			offset = 0.0000 0.3690 0.0160,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model SKS
	{
		mesh = weapons/firearm/SKS,
		texture = weapons/firearm/SKS,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.4480 0.0260,
			rotate = -90.0000 0.0000 0.0000,
		}

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

		attachment recoilpad
		{
			offset = 0.0000 0.0050 0.0100,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.4360 0.0260,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model SKSBayoOut
	{
		mesh = weapons/firearm/SKSBayoOut,
		texture = weapons/firearm/SKS,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.4480 0.0260,
			rotate = -90.0000 0.0000 0.0000,
		}

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

		attachment recoilpad
		{
			offset = 0.0000 0.0050 0.0100,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model SKSBayoUse
	{
		mesh = weapons/firearm/SKSBayoUse,
		texture = weapons/firearm/SKS,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.4480 0.0260,
			rotate = -90.0000 0.0000 0.0000,
		}

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

		attachment recoilpad
		{
			offset = 0.0000 0.0540 0.0230,
			rotate = -5.0000 0.0000 0.0000,
		}
	}
	model SKSNoBayo
	{
		mesh = weapons/firearm/SKSNoBayo,
		texture = weapons/firearm/SKS,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.4480 0.0260,
			rotate = -90.0000 0.0000 0.0000,
		}

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

		attachment recoilpad
		{
			offset = 0.0000 0.0050 0.0100,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model T56
	{
		mesh = weapons/firearm/T56,
		texture = weapons/firearm/T56,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.3630 0.0190,
			rotate = -90.0000 0.0000 0.0000,
		}

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

		attachment stock
		{
			offset = 0.0000 0.0050 0.0100,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.3420 0.0190,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model T56BayoOut
	{
		mesh = weapons/firearm/T56BayoOut,
		texture = weapons/firearm/T56,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.3630 0.0190,
			rotate = -90.0000 0.0000 0.0000,
		}

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

		attachment stock
		{
			offset = 0.0000 0.0050 0.0100,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model T56BayoUse
	{
		mesh = weapons/firearm/T56BayoUse,
		texture = weapons/firearm/T56,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.3630 0.0190,
			rotate = -90.0000 0.0000 0.0000,
		}

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

		attachment stock
		{
			offset = 0.0000 0.0540 0.0230,
			rotate = -5.0000 0.0000 0.0000,
		}
	}
	model T56NoBayo
	{
		mesh = weapons/firearm/T56NoBayo,
		texture = weapons/firearm/T56,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.3630 0.0190,
			rotate = -90.0000 0.0000 0.0000,
		}

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

		attachment stock
		{
			offset = 0.0000 0.0050 0.0100,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model Mini14
	{
		mesh = weapons/firearm/Mini14,
		texture = weapons/firearm/Mini14,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.4010 0.0280,
			rotate = -90.0000 0.0000 0.0000,
		}

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

		attachment canon
		{
			offset = 0.0000 0.3960 0.0290,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model Mini14Rail
	{
		mesh = weapons/firearm/Mini14Rail,
		texture = weapons/firearm/Mini14,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.4010 0.0280,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.1160 0.0580,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope2
		{
			offset = -0.0010 0.0910 0.0390,
			rotate = 0.0000 6.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1570 -0.0430,
			rotate = 4.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0000 0.1160 0.0580,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.3960 0.0290,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model Mini30
	{
		mesh = weapons/firearm/Mini30,
		texture = weapons/firearm/Mini30,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.4010 0.0280,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.3960 0.0290,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model Mini30Rail
	{
		mesh = weapons/firearm/Mini30Rail,
		texture = weapons/firearm/Mini30,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.4010 0.0280,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.1160 0.0580,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope2
		{
			offset = -0.0010 0.0910 0.0390,
			rotate = 0.0000 6.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1570 -0.0430,
			rotate = 4.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0000 0.1160 0.0580,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.3960 0.0290,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model AKM
	{
		mesh = weapons/firearm/AKM,
		texture = weapons/firearm/AKM,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.3630 0.0190,
			rotate = -90.0000 0.0000 0.0000,
		}

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

		attachment canon
		{
			offset = 0.0000 0.3460 0.0190,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model AKMBayo
	{
		mesh = weapons/firearm/AKMBayo,
		texture = weapons/firearm/AKM,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.3630 0.0190,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model AKMBayoUse
	{
		mesh = weapons/firearm/AKMBayoUse,
		texture = weapons/firearm/AKM,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.3630 0.0190,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model AKMS
	{
		mesh = weapons/firearm/AKMS,
		texture = weapons/firearm/AKM,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.3630 0.0190,
			rotate = -90.0000 0.0000 0.0000,
		}

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

		attachment canon
		{
			offset = 0.0000 0.3470 0.0190,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model AKMSBayo
	{
		mesh = weapons/firearm/AKMSBayo,
		texture = weapons/firearm/AKM,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.3630 0.0190,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model AKMSBayoUse
	{
		mesh = weapons/firearm/AKMSBayoUse,
		texture = weapons/firearm/AKM,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.3630 0.0190,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model AKMSFold
	{
		mesh = weapons/firearm/AKMSFold,
		texture = weapons/firearm/AKM,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.3630 0.0190,
			rotate = -90.0000 0.0000 0.0000,
		}

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

		attachment canon
		{
			offset = 0.0000 0.3470 0.0190,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model AKMSFoldBayo
	{
		mesh = weapons/firearm/AKMSFoldBayo,
		texture = weapons/firearm/AKM,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.3630 0.0190,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model AKMSFoldBayoUse
	{
		mesh = weapons/firearm/AKMSFoldBayoUse,
		texture = weapons/firearm/AKM,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.3630 0.0190,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model Valmet
	{
		mesh = weapons/firearm/Valmet,
		texture = weapons/firearm/Valmet,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.3630 0.0190,
			rotate = -90.0000 0.0000 0.0000,
		}

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

		attachment canon
		{
			offset = 0.0000 0.3470 0.0190,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model ValmetFold
	{
		mesh = weapons/firearm/ValmetFold,
		texture = weapons/firearm/Valmet,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.3630 0.0190,
			rotate = -90.0000 0.0000 0.0000,
		}

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

		attachment canon
		{
			offset = 0.0000 0.3470 0.0190,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model ValmetThreaded
	{
		mesh = weapons/firearm/ValmetThreaded,
		texture = weapons/firearm/Valmet,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.3530 0.0220,
			rotate = -90.0000 0.0000 0.0000,
		}

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

		attachment canon
		{
			offset = 0.0000 0.3520 0.0220,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model ValmetFoldThreaded
	{
		mesh = weapons/firearm/ValmetFoldThreaded,
		texture = weapons/firearm/Valmet,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.3630 0.0190,
			rotate = -90.0000 0.0000 0.0000,
		}

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

		attachment canon
		{
			offset = 0.0000 0.3470 0.0190,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model AR180
	{
		mesh = weapons/firearm/AR180,
		texture = weapons/firearm/AR180,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.3940 0.0180,
			rotate = -90.0000 0.0000 0.0000,
		}

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

		attachment canon
		{
			offset = 0.0000 0.3610 0.0180,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model AR180Bayo
	{
		mesh = weapons/firearm/AR180Bayo,
		texture = weapons/firearm/AR180,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.3940 0.0180,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model AR180BayoUse
	{
		mesh = weapons/firearm/AR180BayoUse,
		texture = weapons/firearm/AR180,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.3940 0.0180,
			rotate = -90.0000 0.0000 0.0000,
		}

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

		attachment scope
		{
			offset = 0.0000 0.0430 -0.0130,
			rotate = -4.0000 0.0000 0.0000,
		}
	}
	model AR180Fold
	{
		mesh = weapons/firearm/AR180Fold,
		texture = weapons/firearm/AR180,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.3940 0.0180,
			rotate = -90.0000 0.0000 0.0000,
		}

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

		attachment canon
		{
			offset = 0.0000 0.3650 0.0210,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model AR180FoldBayo
	{
		mesh = weapons/firearm/AR180FoldBayo,
		texture = weapons/firearm/AR180,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.3940 0.0180,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model AR180FoldBayoUse
	{
		mesh = weapons/firearm/AR180FoldBayoUse,
		texture = weapons/firearm/AR180,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.3940 0.0180,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model HK91
	{
		mesh = weapons/firearm/HK91,
		texture = weapons/firearm/HK91,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.4120 0.0320,
			rotate = -90.0000 0.0000 0.0000,
		}

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

		attachment canon
		{
			offset = 0.0000 0.3810 0.0220,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model HK91Rail
	{
		mesh = weapons/firearm/HK91Rail,
		texture = weapons/firearm/HK91,
		scale = 1,

		attachment muzzle
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		attachment canon
		{
			offset = 0.0000 0.4030 0.0230,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model Marlin39A
	{
		mesh = weapons/firearm/Marlin39A,
		texture = weapons/firearm/Marlin39A,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.4370 0.0230,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0960 0.0470,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope2
		{
			offset = -0.0010 0.0910 0.0390,
			rotate = 0.0000 6.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1570 -0.0430,
			rotate = 4.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = -0.0010 0.0960 0.0470,
			rotate = 0.0000 0.0000 0.0000,
		}

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

		attachment canon
		{
			offset = 0.0000 0.4320 0.0230,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model Win61
	{
		mesh = weapons/firearm/Win61,
		texture = weapons/firearm/Win61,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.4510 0.0160,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0900 0.0390,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope2
		{
			offset = -0.0010 0.0910 0.0390,
			rotate = 0.0000 6.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 4.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = -0.0010 0.0900 0.0390,
			rotate = 0.0000 0.0000 0.0000,
		}

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

		attachment canon
		{
			offset = 0.0000 0.4450 0.0160,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment stock
		{
			offset = 0.0000 -0.0070 0.0000,
			rotate = 4.0000 0.0000 0.0000,
		}
	}
	model Win69
	{
		mesh = weapons/firearm/Win69,
		texture = weapons/firearm/Win69,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.4600 0.0240,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0900 0.0440,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope2
		{
			offset = -0.0010 0.0910 0.0390,
			rotate = 0.0000 6.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1570 -0.0430,
			rotate = 4.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = -0.0010 0.0900 0.0440,
			rotate = 0.0000 0.0000 0.0000,
		}

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

		attachment canon
		{
			offset = 0.0000 0.4540 0.0240,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model Win94
	{
		mesh = weapons/firearm/Win94,
		texture = weapons/firearm/Win94,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.4010 0.0230,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0960 0.0470,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope2
		{
			offset = -0.0010 0.0910 0.0390,
			rotate = 0.0000 6.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1570 -0.0430,
			rotate = 4.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = -0.0010 0.0960 0.0470,
			rotate = 0.0000 0.0000 0.0000,
		}

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

		attachment recoilpad
		{
			offset = 0.0000 -0.0120 0.0050,
			rotate = 5.0000 0.0000 0.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.3930 0.0230,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model RedDot
	{
	    mesh = Weapons/parts/RedDot,
	    texture = Weapons/parts/RedDot,
	}
	model CMore
	{
	    mesh = Weapons/parts/CMore,
	    texture = Weapons/parts/CMore,
	}
	model AccuDot
	{
	    mesh = Weapons/parts/AccuDot,
	    texture = Weapons/parts/AccuDot,
	}
	model RedDotPistol
	{
	    mesh = Weapons/parts/RedDotPistol,
	    texture = Weapons/parts/RedDot,
	}
	model AccuDotPistol
	{
	    mesh = Weapons/parts/AccuDotPistol,
	    texture = Weapons/parts/AccuDot,
	}
	model 2Scope
	{
	    mesh = Weapons/parts/2Scope,
	    texture = Weapons/parts/Scope,
	}
	model 2ScopePistol
	{
	    mesh = Weapons/parts/2ScopePistol,
	    texture = Weapons/parts/Scope,
	}
	model 3Scope
	{
	    mesh = Weapons/parts/3Scope,
	    texture = Weapons/parts/Scope,
	}
	model 3ScopePistol
	{
	    mesh = Weapons/parts/3ScopePistol,
	    texture = Weapons/parts/Scope,
	}
	model 4Scope
	{
	    mesh = Weapons/parts/4Scope,
	    texture = Weapons/parts/Scope,
	}
	model 4ScopePistol
	{
	    mesh = Weapons/parts/4ScopePistol,
	    texture = Weapons/parts/Scope,
	}
	model 6Scope
	{
	    mesh = Weapons/parts/6Scope,
	    texture = Weapons/parts/Scope,
	}
	model 8Scope
	{
	    mesh = Weapons/parts/8Scope,
	    texture = Weapons/parts/Scope,
	}
	model 10Scope
	{
	    mesh = Weapons/parts/10Scope,
	    texture = Weapons/parts/Scope,
	}
	model ARTScope
	{
	    mesh = Weapons/parts/ARTScope,
	    texture = Weapons/parts/ARTScope,
	}
	model M14ARTScope
	{
	    mesh = Weapons/parts/M14ARTScope,
	    texture = Weapons/parts/ARTScope,
	}
	model M16RailWorld
	{
	    mesh = WorldItems/M16RailWorld,
	    texture = Weapons/parts/Scope,
	}
	model M14MountWorld
	{
	    mesh = WorldItems/M14Mount,
	    texture = weapons/parts/Scope,
	}
	model Mini14RailWorld
	{
	    mesh = WorldItems/Mini14RailWorld,
	    texture = weapons/firearm/Mini14,
	}
	model HKClawWorld
	{
	    mesh = WorldItems/HKClawWorld,
	    texture = weapons/firearm/MP5,
	}
	model PistolDoubleStackWorld
	{
	    mesh = WorldItems/doublestackmagworld,
	    texture = weapons/firearm/92FS,
	}
	model M16MagWorld
	{
	    mesh = WorldItems/M16World,
	    texture = weapons/firearm/M16A2,
	}
	model M14MagWorld
	{
	    mesh = WorldItems/M14World,
	    texture = weapons/firearm/308M14,
	}
	model 4Handle
	{
	    mesh = Weapons/parts/4handle,
	    texture = Weapons/parts/4Handle,
	}
	model 4AR180
	{
	    mesh = Weapons/parts/x4AR180,
	    texture = Weapons/parts/4Handle,
	}
	model 1911RailWorld
	{
	    mesh = WorldItems/1911RailWorld,
	    texture = weapons/firearm/1911,
	}
	model 1911Comp
	{
	    mesh = Weapons/parts/1911Comp,
	    texture = weapons/firearm/1911,
	}
	model 1911CompWorld
	{
	    mesh = WorldItems/1911CompWorld,
	    texture = weapons/firearm/1911,
	}
	model ShotgunBrake
	{
	    mesh = Weapons/parts/ShotgunBrake,
	    texture = Weapons/parts/Brake,
	}
	model ShotgunBrakeWorld
	{
	    mesh = WorldItems/ShotgunBrakeWorld,
	    texture = Weapons/parts/Brake,
	}
	model RifleBrake
	{
	    mesh = Weapons/parts/RifleBrake,
	    texture = Weapons/parts/RifleBrake,
	}
	model RifleBrakeWorld
	{
	    mesh = WorldItems/RifleBrakeWorld,
	    texture = Weapons/parts/RifleBrake,
	}
	model CarbineBrake
	{
	    mesh = Weapons/parts/CarbineBrake,
	    texture = Weapons/parts/RifleBrake,
	}
	model CarbineBrakeWorld
	{
	    mesh = WorldItems/CarbineBrakeWorld,
	    texture = Weapons/parts/RifleBrake,
	}
	model RevolverRailWorld
	{
	    mesh = WorldItems/RevolverRailWorld,
	    texture = weapons/firearm/SW625,
	}
	model RedDotWorld
	{
	    mesh = WorldItems/RedDotWorld,
	    texture = Weapons/parts/RedDot,
	}
	model CMoreWorld
	{
	    mesh = WorldItems/CMoreWorld,
	    texture = Weapons/parts/CMore,
	}
	model AccuDotWorld
	{
	    mesh = WorldItems/AccuDotWorld,
	    texture = Weapons/parts/AccuDot,
	}
	model 2ScopeWorld
	{
	    mesh = WorldItems/2ScopeWorld,
	    texture = Weapons/parts/Scope,
	}
	model 3ScopeWorld
	{
	    mesh = WorldItems/3ScopeWorld,
	    texture = Weapons/parts/Scope,
	}
	model 4ScopeWorld
	{
	    mesh = WorldItems/4ScopeWorld,
	    texture = Weapons/parts/Scope,
	}
	model 6ScopeWorld
	{
	    mesh = WorldItems/6ScopeWorld,
	    texture = Weapons/parts/Scope,
	}
	model 8ScopeWorld
	{
	    mesh = WorldItems/8ScopeWorld,
	    texture = Weapons/parts/Scope,
	}
	model 10ScopeWorld
	{
	    mesh = WorldItems/10ScopeWorld,
	    texture = Weapons/parts/Scope,
	}
	model ARTScopeWorld
	{
	    mesh = WorldItems/ARTScopeWorld,
	    texture = Weapons/parts/ARTScope,
	}
	model M14ARTScopeWorld
	{
	    mesh = WorldItems/M14ARTScopeWorld,
	    texture = Weapons/parts/ARTScope,
	}
	model 4HandleWorld
	{
	    mesh = WorldItems/4handleWorld,
	    texture = Weapons/parts/4Handle,
	}
	model 4AR180World
	{
	    mesh = WorldItems/x4AR180World,
	    texture = Weapons/parts/4Handle,
	}
	model PistolsingleStackWorld
	{
	    mesh = WorldItems/singlestackmagworld,
	    texture = weapons/firearm/1911,
	}
	model BoltActionMag
	{
	    mesh = WorldItems/BoltActionMag,
	    texture = weapons/firearm/Rem700,
	}
	model SMGMagWorld
	{
	    mesh = WorldItems/SMGMagWorld,
	    texture = weapons/firearm/TEC9,
	}
	model MP5MagWorld
	{
	    mesh = WorldItems/MP5MagWorld,
	    texture = weapons/firearm/MP5,
	}
	model CalicoMagWorld
	{
	    mesh = WorldItems/CalicoMagWorld,
	    texture = weapons/firearm/CalicoRifle,
	}
	model M249Box
	{
	    mesh = WorldItems/M249Box,
	    texture = weapons/firearm/M249,
	}
	model M60Box
	{
	    mesh = WorldItems/M60Box,
	    texture = weapons/firearm/M60,
	}
	model SightBoxCombat
	{
	    mesh = WorldItems/SightBoxCombat,
	    texture = Weapons/parts/Sightbox,
	}
	model SightBoxTarget
	{
	    mesh = WorldItems/SightBoxTarget,
	    texture = Weapons/parts/Sightbox,
	}
	model EBlocWorld
	{
	    mesh = WorldItems/EBlocWorld,
	    texture = Weapons/firearm/M1Garand,
	}
	model MoonClipWorld
	{
	    mesh = WorldItems/MoonClipWorld,
	    texture = Weapons/firearm/SW625,
	}
	model SightBoxGhost
	{
	    mesh = WorldItems/SightBoxGhost,
	    texture = Weapons/parts/Sightbox,
	}
	model ShellCarrier
	{
	    mesh = Weapons/parts/ShellCarrier,
	    texture = Weapons/parts/AmmoCarrier,
	}
	model ShellCarrierSlugs
	{
	    mesh = Weapons/parts/ShellCarrier,
	    texture = Weapons/parts/AmmoCarrierSlugs,
	}
	model ShellCarrierWorld
	{
	    mesh = WorldItems/ShellCarrierWorld,
	    texture = Weapons/parts/AmmoCarrier,
	}
	model NylonAmmoCarrier
	{
	    mesh = Weapons/parts/NylonAmmoCarrier,
	    texture = Weapons/parts/AmmoCarrier,
	}
	model NylonPistolAmmoCarrier
	{
	    mesh = Weapons/parts/NylonPistolAmmoCarrier,
	    texture = Weapons/parts/AmmoCarrier,
	}
	model NylonBuckshotAmmoCarrier
	{
	    mesh = Weapons/parts/NylonShotAmmoCarrier,
	    texture = Weapons/parts/AmmoCarrier,
	}
	model NylonSlugAmmoCarrier
	{
	    mesh = Weapons/parts/NylonShotAmmoCarrier,
	    texture = Weapons/parts/AmmoCarrierSlugs,
	}
	model NylonAmmoCarrierWorld
	{
	    mesh = WorldItems/NylonAmmoCarrierWorld,
	    texture = Weapons/parts/AmmoCarrier,
	}
	model ODAmmoCarrier
	{
	    mesh = Weapons/parts/ODAmmoCarrier,
	    texture = Weapons/parts/AmmoCarrier,
	}
	model ODPistolAmmoCarrier
	{
	    mesh = Weapons/parts/ODPistolAmmoCarrier,
	    texture = Weapons/parts/AmmoCarrier,
	}
	model ODBuckshotAmmoCarrier
	{
	    mesh = Weapons/parts/ODShotAmmoCarrier,
	    texture = Weapons/parts/AmmoCarrier,
	}
	model ODSlugAmmoCarrier
	{
	    mesh = Weapons/parts/ODShotAmmoCarrier,
	    texture = Weapons/parts/AmmoCarrierSlugs,
	}
	model ODAmmoCarrierWorld
	{
	    mesh = WorldItems/ODAmmoCarrierWorld,
	    texture = Weapons/parts/AmmoCarrier,
	}
	model LeatherAmmoCarrier
	{
	    mesh = Weapons/parts/LeatherAmmoCarrier,
	    texture = Weapons/parts/AmmoCarrier,
	}
	model LeatherPistolAmmoCarrier
	{
	    mesh = Weapons/parts/LeatherPistolAmmoCarrier,
	    texture = Weapons/parts/AmmoCarrier,
	}
	model LeatherBuckshotAmmoCarrier
	{
	    mesh = Weapons/parts/LeatherShotAmmoCarrier,
	    texture = Weapons/parts/AmmoCarrier,
	}
	model LeatherSlugAmmoCarrier
	{
	    mesh = Weapons/parts/LeatherShotAmmoCarrier,
	    texture = Weapons/parts/AmmoCarrierSlugs,
	}
	model LeatherAmmoCarrierWorld
	{
	    mesh = WorldItems/LeatherAmmoCarrierWorld,
	    texture = Weapons/parts/AmmoCarrier,
	}
	model CleaningKitWorld
	{
	    mesh = WorldItems/CleaningKitWorld,
	    texture = WorldItems/CleaningKit,
	}
	model SKSBayonet
	{
	    mesh = Weapons/1handed/SKSBayonet,
	    texture = Weapons/firearm/SKS,
	}
	model T56Bayonet
	{
	    mesh = Weapons/1handed/T56Bayonet,
	    texture = Weapons/firearm/T56,
	}
	model AKBayonet
	{
	    mesh = Weapons/1handed/AKBayonet,
	    texture = Weapons/firearm/AKM,
	}
	model M4Bayonet
	{
	    mesh = Weapons/1handed/M4Bayonet,
	    texture = Weapons/firearm/M1Carbine,
	}
	model M5Bayonet
	{
	    mesh = Weapons/1handed/M5Bayonet,
	    texture = Weapons/firearm/M1Garand,
	}
	model M6Bayonet
	{
	    mesh = Weapons/1handed/M6Bayonet,
	    texture = Weapons/firearm/308M14,
	}
	model M9Bayonet
	{
	    mesh = Weapons/1handed/M9Bayonet,
	    texture = Weapons/firearm/M16A2,
	}
	model M1905Bayonet
	{
	    mesh = Weapons/1handed/M1905Bayonet,
	    texture = Weapons/firearm/M1903,
	}
	model M1917Bayonet
	{
	    mesh = Weapons/1handed/M1917Bayonet,
	    texture = Weapons/firearm/M1917,
	}
	model MauserBayonet
	{
	    mesh = Weapons/1handed/MauserBayonet,
	    texture = Weapons/firearm/Mauser98K,
	}
	model RifleBulkBox
	{
	    mesh = WorldItems/RifleBulkBox,
	    texture = WorldItems/AmmoBoxes,
	}
	model BoxRifleAmmo
	{
	    mesh = WorldItems/BoxRifleAmmo,
	    texture = WorldItems/AmmoBoxes,
	}
	model RifleSurplusBox
	{
	    mesh = WorldItems/RifleSurplusBox,
	    texture = WorldItems/AmmoBoxes,
	}
	model RifleSurplus2Box
	{
	    mesh = WorldItems/RifleSurplus2Box,
	    texture = WorldItems/AmmoBoxes,
	}
	model LinkBox
	{
	    mesh = WorldItems/LinkBox,
	    texture = WorldItems/AmmoBoxes,
	}
	model HandgunBox
	{
	    mesh = WorldItems/RifleHandgunBox,
	    texture = WorldItems/AmmoBoxes,
	}
	model MagnumBox
	{
	    mesh = WorldItems/RifleMagnumBox,
	    texture = WorldItems/AmmoBoxes,
	}
	model BuckshotBox
	{
	    mesh = WorldItems/BuckshotBox,
	    texture = WorldItems/AmmoBoxes,
	}
	model SlugBox
	{
	    mesh = WorldItems/SlugBox,
	    texture = WorldItems/AmmoBoxes,
	}
	model 22RoundsWorld
	{
	    mesh = WorldItems/22RoundsWorld,
	    texture = Weapons/parts/AmmoCarrier,
	}
	model 556RoundsWorld
	{
	    mesh = WorldItems/556RoundsWorld,
	    texture = Weapons/parts/AmmoCarrier,
	}
	model 76239RoundsWorld
	{
	    mesh = WorldItems/76239RoundsWorld,
	    texture = Weapons/parts/AmmoCarrier,
	}
	model PistolRoundsWorld
	{
	    mesh = WorldItems/PistolRoundsWorld,
	    texture = Weapons/parts/AmmoCarrier,
	}
	model RevolverRoundsWorld
	{
	    mesh = WorldItems/RevolverRoundsWorld,
	    texture = Weapons/parts/AmmoCarrier,
	}
	model RifleRoundLongWorld
	{
	    mesh = WorldItems/RifleRoundLongWorld,
	    texture = Weapons/parts/AmmoCarrier,
	}
	model RifleRoundShortWorld
	{
	    mesh = WorldItems/RifleRoundShortWorld,
	    texture = Weapons/parts/AmmoCarrier,
	}
	model ShotgunShellsWorld
	{
	    mesh = WorldItems/ShotgunShellsWorld,
	    texture = Weapons/parts/AmmoCarrier,
	}
	model SlugShellsWorld
	{
	    mesh = WorldItems/SlugShellsWorld,
	    texture = Weapons/parts/AmmoCarrierSlugs,
	}
	model Belt556World
	{
	    mesh = WorldItems/Belt556World,
	    texture = weapons/firearm/M249,
	}
	model BeltLink
	{
	    mesh = WorldItems/BeltLink,
	    texture = weapons/firearm/M249,
	}
	model LargePistolCan
	{
	    mesh = Weapons/parts/LargePistolCan,
	    texture = Weapons/parts/Silencers,
	}
	model LargePistolCanWorld
	{
	    mesh = WorldItems/LargePistolCanWorld,
	    texture = Weapons/parts/Silencers,
	}
	model 45TwoStageSilencer
	{
	    mesh = Weapons/parts/45TwoStageSilencer,
	    texture = Weapons/parts/Silencers,
	}
	model 45TwoStageSilencerWorld
	{
	    mesh = WorldItems/45TwoStageSilencerWorld,
	    texture = Weapons/parts/Silencers,
	}
	model 556RifleCan
	{
	    mesh = Weapons/parts/556RifleCan,
	    texture = Weapons/parts/Silencers,
	}
	model 556RifleCanWorld
	{
	    mesh = WorldItems/556RifleCanWorld,
	    texture = Weapons/parts/Silencers,
	}
	model 30RifleCan
	{
	    mesh = Weapons/parts/30RifleCan,
	    texture = Weapons/parts/Silencers,
	}
	model 30RifleCanWorld
	{
	    mesh = WorldItems/30RifleCanWorld,
	    texture = Weapons/parts/Silencers,
	}
	model 22SilencerCan
	{
	    mesh = Weapons/parts/22SilencerCan,
	    texture = Weapons/parts/Silencers,
	}
	model 22SilencerCanWorld
	{
	    mesh = WorldItems/22SilencerCanWorld,
	    texture = Weapons/parts/Silencers,
	}
	model DIYLargePistolCan
	{
	    mesh = Weapons/parts/DIYLargePistolCan,
	    texture = Weapons/parts/Silencers,
	}
	model DIYLargePistolCanWorld
	{
	    mesh = WorldItems/DIYLargePistolCanWorld,
	    texture = Weapons/parts/Silencers,
	}
	model DIY556RifleCan
	{
	    mesh = Weapons/parts/DIY556RifleCan,
	    texture = Weapons/parts/Silencers,
	}
	model DIY556RifleCanWorld
	{
	    mesh = WorldItems/DIY556RifleCanWorld,
	    texture = Weapons/parts/Silencers,
	}
	model DIY30RifleCan
	{
	    mesh = Weapons/parts/DIY30RifleCan,
	    texture = Weapons/parts/Silencers,
	}
	model DIY30RifleCanWorld
	{
	    mesh = WorldItems/DIY30RifleCanWorld,
	    texture = Weapons/parts/Silencers,
	}
	model DIY22SilencerCan
	{
	    mesh = Weapons/parts/DIY22SilencerCan,
	    texture = Weapons/parts/Silencers,
	}
	model DIY22SilencerCanWorld
	{
	    mesh = WorldItems/DIY22SilencerCanWorld,
	    texture = Weapons/parts/Silencers,
	}
	model DIY12gaSilencer
	{
	    mesh = Weapons/parts/12gaSilencer,
	    texture = Weapons/parts/Silencers,
	}
	model DIY12gaSilencerWorld
	{
	    mesh = WorldItems/12gaSilencerWorld,
	    texture = Weapons/parts/Silencers,
	}
	model OilFilter
	{
	    mesh = WorldItems/OilFilter,
	    texture = Weapons/parts/OilFilter,
	}
	model OilFilterSilencer
	{
	    mesh = Weapons/parts/OilFilterSilencer,
	    texture = Weapons/parts/OilFilter,
	}
	model OilFilterSilencerWorld
	{
	    mesh = WorldItems/OilFilterSilencerWorld,
	    texture = Weapons/parts/OilFilter,
	}
	model OilFilterSilencerUsed
	{
	    mesh = WorldItems/OilFilterUsed,
	    texture = Weapons/parts/OilFilter,
	}
	model LargeOilFilter
	{
	    mesh = WorldItems/LargeOilFilterWorld,
	    texture = Weapons/parts/OilFilter,
	}
	model LargeOilFilterSilencer
	{
	    mesh = Weapons/parts/LargeOilFilterSilencer,
	    texture = Weapons/parts/OilFilter,
	}
	model LargeOilFilterSilencerWorld
	{
	    mesh = WorldItems/LargeOilFilterSilencerWorld,
	    texture = Weapons/parts/OilFilter,
	}
	model LargeOilFilterSilencerUsed
	{
	    mesh = WorldItems/LargeOilFilterUsed,
	    texture = Weapons/parts/OilFilter,
	}
	model ThreadAdapter
	{
	    mesh = WorldItems/ThreadAdapterWorld,
	    texture = Weapons/parts/OilFilter,
	}
	model CanBooster
	{
	    mesh = WorldItems/CanBooster,
	    texture = WorldItems/CanBooster,
	}
	model TapDie
	{
	    mesh = WorldItems/TapDie,
	    texture = WorldItems/TapDie,
	}
	model ToolFile
	{
	    mesh = Weapons/1handed/ToolFile,
	    texture = WorldItems/ToolFile,
	}
	model MotorOil
	{
	    mesh = WorldItems/MotorOil,
	    texture = WorldItems/MotorOil,
	}
	model SilencerMag
    {
        mesh = WorldItems/Magazine,
        texture = WorldItems/SilencerMag,
        scale = 0.4,
    }
	model AutoConMag
    {
        mesh = WorldItems/Magazine,
        texture = WorldItems/AutoConMag,
        scale = 0.4,
    }
}
