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

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

		attachment canon
		{
			offset = 0.0000 0.1340 -0.0180,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = -0.0304 -0.0000 -0.0000,
			rotate = 0.0000 -0.0000 0.0000,
		}

		attachment frontsight
		{
			offset = 0.0000 0.1288 -0.0242,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment rearsight
		{
			offset = 0.0000 0.0229 -0.0252,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment threading
		{
			offset = 0.0000 0.0191 -0.0027,
			rotate = 0.0000 0.0000 0.0000,
			scale = 0.8000,
		}
	}
	model BHPBlue
	{
		mesh = weapons/firearm/BHPRing,
		texture = weapons/firearm/BHPBlue,
		scale = 1,

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

		attachment canon
		{
			offset = 0.0000 0.1340 -0.0180,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = -0.0304 -0.0000 -0.0000,
			rotate = 0.0000 -0.0000 0.0000,
		}

		attachment frontsight
		{
			offset = 0.0000 0.1288 -0.0242,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment rearsight
		{
			offset = 0.0000 0.0229 -0.0252,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment clip
		{
			offset = 0.0000 0.0014 0.0019,
			rotate = 0.0000 0.0000 0.0000,
			scale = 0.9000,
		}

		attachment threading
		{
			offset = 0.0000 0.0191 -0.0027,
			rotate = 0.0000 0.0000 0.0000,
			scale = 0.8000,
		}
	}
	model BHPMk2
	{
		mesh = weapons/firearm/BHPSpurAmbi,
		texture = weapons/firearm/BHPPark,
		scale = 1,

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

		attachment world
		{
			offset = -0.0304 -0.0000 -0.0000,
			rotate = 0.0000 -0.0000 0.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.1340 -0.0180,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = -0.0304 -0.0000 -0.0000,
			rotate = 0.0000 -0.0000 0.0000,
		}

		attachment frontsight
		{
			offset = 0.0000 0.1288 -0.0242,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment rearsight
		{
			offset = 0.0000 0.0229 -0.0252,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment threading
		{
			offset = 0.0000 0.0191 -0.0027,
			rotate = 0.0000 0.0000 0.0000,
			scale = 0.8000,
		}
	}
	model BHPMk3
	{
		mesh = weapons/firearm/BHPSpurAmbi,
		texture = weapons/firearm/BHPBlack,
		scale = 1,

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

		attachment canon
		{
			offset = 0.0000 0.1340 -0.0180,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = -0.0304 -0.0000 -0.0000,
			rotate = 0.0000 -0.0000 0.0000,
		}

		attachment frontsight
		{
			offset = 0.0000 0.1288 -0.0242,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment rearsight
		{
			offset = 0.0000 0.0229 -0.0252,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment threading
		{
			offset = 0.0000 0.0191 -0.0027,
			rotate = 0.0000 0.0000 0.0000,
			scale = 0.8000,
		}
	}
	model BHPChrome
	{
		mesh = weapons/firearm/BHPSpurAmbi,
		texture = weapons/firearm/BHPChrome,
		scale = 1,

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

		attachment canon
		{
			offset = 0.0000 0.1340 -0.0180,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = -0.0304 -0.0000 -0.0000,
			rotate = 0.0000 -0.0000 0.0000,
		}

		attachment frontsight
		{
			offset = 0.0000 0.1288 -0.0242,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment rearsight
		{
			offset = 0.0000 0.0229 -0.0252,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment threading
		{
			offset = 0.0000 0.0191 -0.0027,
			rotate = 0.0000 0.0000 0.0000,
			scale = 0.8000,
		}
	}
	model BHPCapt
	{
		mesh = weapons/firearm/BHPRingAmbi,
		texture = weapons/firearm/BHPBlack,
		scale = 1,

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

		attachment canon
		{
			offset = 0.0000 0.1340 -0.0180,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = -0.0304 -0.0000 -0.0000,
			rotate = 0.0000 -0.0000 0.0000,
		}

		attachment frontsight
		{
			offset = 0.0000 0.1288 -0.0242,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment rearsight
		{
			offset = 0.0000 0.0229 -0.0252,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment threading
		{
			offset = 0.0000 0.0191 -0.0027,
			rotate = 0.0000 0.0000 0.0000,
			scale = 0.8000,
		}
	}
	model BHPPract
	{
		mesh = weapons/firearm/BHPRingAmbi,
		texture = weapons/firearm/BHP2Tone,
		scale = 1,

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

		attachment canon
		{
			offset = 0.0000 0.1340 -0.0180,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = -0.0304 -0.0000 -0.0000,
			rotate = 0.0000 -0.0000 0.0000,
		}

		attachment frontsight
		{
			offset = 0.0000 0.1288 -0.0242,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment rearsight
		{
			offset = 0.0000 0.0229 -0.0252,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment threading
		{
			offset = 0.0000 0.0191 -0.0027,
			rotate = 0.0000 0.0000 0.0000,
			scale = 0.8000,
		}
	}
	model BHPMaria
	{
		mesh = weapons/firearm/BHPRing,
		texture = weapons/firearm/BHPMaria,
		scale = 1,

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

		attachment canon
		{
			offset = 0.0000 0.1340 -0.0180,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = -0.0304 -0.0000 -0.0000,
			rotate = 0.0000 -0.0000 0.0000,
		}

		attachment frontsight
		{
			offset = 0.0000 0.1288 -0.0242,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment rearsight
		{
			offset = 0.0000 0.0229 -0.0252,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment threading
		{
			offset = 0.0000 0.0191 -0.0027,
			rotate = 0.0000 0.0000 0.0000,
			scale = 0.8000,
		}
	}
	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 0.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.1440 -0.0240,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = -0.0304 -0.0000 -0.0000,
			rotate = 0.0000 -0.0000 0.0000,
		}

		attachment frontsight
		{
			offset = 0.0000 0.1373 -0.0285,
			rotate = 0.0000 0.0000 0.0000,
			scale = 1.1500,
		}

		attachment rearsight
		{
			offset = 0.0000 0.0281 -0.0297,
			rotate = 0.0000 0.0000 0.0000,
			scale = 0.9000,
		}
	}
	model Beretta92Inox
	{
		mesh = weapons/firearm/M9,
		texture = weapons/firearm/Beretta92Inox,
		scale = 1,

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

		attachment canon
		{
			offset = 0.0000 0.1440 -0.0240,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = -0.0304 -0.0000 -0.0000,
			rotate = 0.0000 -0.0000 0.0000,
		}

		attachment frontsight
		{
			offset = 0.0000 0.1373 -0.0285,
			rotate = 0.0000 0.0000 0.0000,
			scale = 1.1500,
		}

		attachment rearsight
		{
			offset = 0.0000 0.0281 -0.0297,
			rotate = 0.0000 0.0000 0.0000,
			scale = 0.9000,
		}
	}
	model Beretta92Ghost
	{
		mesh = weapons/firearm/M9,
		texture = weapons/firearm/Beretta92Ghost,
		scale = 1,

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

		attachment canon
		{
			offset = 0.0000 0.1440 -0.0240,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = -0.0304 -0.0000 -0.0000,
			rotate = 0.0000 -0.0000 0.0000,
		}

		attachment frontsight
		{
			offset = 0.0000 0.1373 -0.0285,
			rotate = 0.0000 0.0000 0.0000,
			scale = 1.1500,
		}

		attachment rearsight
		{
			offset = 0.0000 0.0281 -0.0297,
			rotate = 0.0000 0.0000 0.0000,
			scale = 0.9000,
		}
	}
	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 0.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.1250 -0.0500,
			rotate = 180.0000 0.0000 180.0000,
			scale = 1.2000,
		}

		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,
			scale = 1.2000,
		}

		attachment world
		{
			offset = -0.0304 -0.0000 -0.0000,
			rotate = 0.0000 -0.0000 0.0000,
		}

		attachment frontsight
		{
			offset = 0.0000 0.1634 -0.0321,
			rotate = 0.0000 0.0000 0.0000,
			scale = 1.1500,
		}

		attachment rearsight
		{
			offset = 0.0000 0.0149 -0.0316,
			rotate = 0.0000 0.0000 0.0000,
			scale = 0.9000,
		}

		attachment threading
		{
			offset = 0.0000 0.0254 -0.0044,
			rotate = 0.0000 0.0000 0.0000,
		}

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

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

		attachment holster_right
		{
			offset = 0.0003 -0.0049 -0.0002,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model DE44Black
	{
		mesh = weapons/firearm/DE44,
		texture = weapons/firearm/DE44Black,
		scale = 1,

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

		attachment scope
		{
			offset = 0.0000 0.1250 -0.0500,
			rotate = 180.0000 0.0000 180.0000,
			scale = 1.2,
		}

		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,
			scale = 1.2,
		}

		attachment world
		{
			offset = -0.0304 -0.0000 -0.0000,
			rotate = 0.0000 -0.0000 0.0000,
		}

		attachment frontsight
		{
			offset = 0.0000 0.1634 -0.0321,
			rotate = 0.0000 0.0000 0.0000,
			scale = 1.1500,
		}

		attachment rearsight
		{
			offset = 0.0000 0.0149 -0.0316,
			rotate = 0.0000 0.0000 0.0000,
			scale = 0.9000,
		}

		attachment threading
		{
			offset = 0.0000 0.0254 -0.0044,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment ShoulderHolster
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
			scale = 1.0000,
		}

		attachment holster_left
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
			scale = 1.0000,
		}

		attachment holster_right
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
			scale = 1.0000,
		}
	}
	model DE44Gold
	{
		mesh = weapons/firearm/DE44,
		texture = weapons/firearm/DE44Gold,
		scale = 1,

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

		attachment scope
		{
			offset = 0.0000 0.1250 -0.0500,
			rotate = 180.0000 0.0000 180.0000,
			scale = 1.2000,
		}

		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,
			scale = 1.2000,
		}

		attachment world
		{
			offset = -0.0304 -0.0000 -0.0000,
			rotate = 0.0000 -0.0000 0.0000,
		}

		attachment frontsight
		{
			offset = 0.0000 0.1634 -0.0321,
			rotate = 0.0000 0.0000 0.0000,
			scale = 1.1500,
		}

		attachment rearsight
		{
			offset = 0.0000 0.0149 -0.0316,
			rotate = 0.0000 0.0000 0.0000,
			scale = 0.9000,
		}

		attachment threading
		{
			offset = 0.0000 0.0254 -0.0044,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment ShoulderHolster
		{
			offset = 0.0002 -0.0073 -0.0033,
			rotate = 0.0000 0.0000 0.0000,
		}

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

		attachment holster_right
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model Gov1911Park
	{
		mesh = weapons/firearm/1911,
		texture = weapons/firearm/1911Park,
		scale = 1,

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

		attachment canon
		{
			offset = 0.0000 0.1430 -0.0200,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0565 -0.0535,
			rotate = 180.0000 0.0000 180.0000,
			scale = 1.2000,
		}

		attachment reddot
		{
			offset = 0.0000 0.0565 -0.0535,
			rotate = 180.0000 0.0000 180.0000,
			scale = 1.2000,
		}

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

		attachment world
		{
			offset = -0.0304 -0.0000 -0.0000,
			rotate = 0.0000 -0.0000 0.0000,
		}

		attachment irons
		{
			offset = 0.0000 0.0209 -0.0272,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment irons2
		{
			offset = 0.0000 0.1385 -0.0272,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment holster_left
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
			scale = 0.9000,
		}

		attachment holster_right
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
			scale = 0.9000,
		}
	}
	model Gov1911Blue
	{
		mesh = weapons/firearm/1911,
		texture = weapons/firearm/1911Blued,
		scale = 1,

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

		attachment canon
		{
			offset = 0.0000 0.1430 -0.0200,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0565 -0.0535,
			rotate = 180.0000 0.0000 180.0000,
			scale = 1.2000,
		}

		attachment reddot
		{
			offset = 0.0000 0.0565 -0.0535,
			rotate = 180.0000 0.0000 180.0000,
			scale = 1.2000,
		}

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

		attachment world
		{
			offset = -0.0304 -0.0000 -0.0000,
			rotate = 0.0000 -0.0000 0.0000,
		}

		attachment irons
		{
			offset = 0.0000 0.0209 -0.0272,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment irons2
		{
			offset = 0.0000 0.1385 -0.0272,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment holster_left
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
			scale = 0.9000,
		}

		attachment holster_right
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
			scale = 0.9000,
		}
	}
	model Gov1911SS
	{
		mesh = weapons/firearm/1911,
		texture = weapons/firearm/1911SS,
		scale = 1,

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

		attachment canon
		{
			offset = 0.0000 0.1430 -0.0200,
			rotate = 0.0000 0.0000 0.0000,
			scale = 1.2,
		}

		attachment scope
		{
			offset = 0.0000 0.0565 -0.0535,
			rotate = 180.0000 0.0000 180.0000,
			scale = 1.2000,
		}

		attachment reddot
		{
			offset = 0.0000 0.0565 -0.0535,
			rotate = 180.0000 0.0000 180.0000,
			scale = 1.2000,
		}

		attachment world
		{
			offset = -0.0304 -0.0000 -0.0000,
			rotate = 0.0000 -0.0000 0.0000,
		}

		attachment irons
		{
			offset = 0.0000 0.0209 -0.0272,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment irons2
		{
			offset = 0.0000 0.1385 -0.0272,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment holster_left
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
			scale = 0.9000,
		}

		attachment holster_right
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
			scale = 0.9000,
		}
	}
	model Gov1911Black
	{
		mesh = weapons/firearm/1911,
		texture = weapons/firearm/1911Black,
		scale = 1,

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

		attachment scope
		{
			offset = 0.0000 0.0565 -0.0535,
			rotate = 180.0000 0.0000 180.0000,
			scale = 1.2000,
		}

		attachment reddot
		{
			offset = 0.0000 0.0565 -0.0535,
			rotate = 180.0000 0.0000 180.0000,
			scale = 1.2000,
		}

		attachment canon
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			offset = 0.0000 0.0565 -0.0535,
			rotate = 180.0000 0.0000 180.0000,
			scale = 1.2000,
		}

		attachment reddot
		{
			offset = 0.0000 0.0565 -0.0535,
			rotate = 180.0000 0.0000 180.0000,
			scale = 1.2000,
		}

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

		attachment world
		{
			offset = -0.0304 -0.0000 -0.0000,
			rotate = 0.0000 -0.0000 0.0000,
		}

		attachment irons
		{
			offset = 0.0000 0.0209 -0.0272,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment irons2
		{
			offset = 0.0000 0.1674 -0.0272,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment holster_left
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
			scale = 0.9000,
		}

		attachment holster_right
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
			scale = 0.9000,
		}
	}
	model Glock
    {
        mesh = weapons/firearm/Glock,
        texture = weapons/firearm/Glock,
        scale = 1,

        attachment muzzle
        {
            offset = 0.0000 0.1349 -0.0222,
            rotate = -90.0000 0.0000 0.0000,
        }

        attachment canon
        {
            offset = 0.0000 0.1320 -0.0223,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment frontsight
        {
            offset = 0.0000 0.1245 -0.0276,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment rearsight
        {
            offset = 0.0000 0.0097 -0.0279,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment world
        {
            offset = -0.0304 -0.0000 -0.0000,
            rotate = 0.0000 -0.0000 0.0000,
        }
    }
	model GlockLong
    {
        mesh = weapons/firearm/GlockLong,
        texture = weapons/firearm/Glock,
        scale = 1,

        attachment muzzle
        {
            offset = 0.0000 0.1613 -0.0220,
            rotate = -90.0000 0.0000 0.0000,
        }

        attachment canon
        {
            offset = 0.0000 0.1588 -0.0220,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment frontsight
        {
            offset = 0.0000 0.1500 -0.0276,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment rearsight
        {
            offset = 0.0000 0.0097 -0.0279,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment threading
        {
            offset = 0.0000 0.0263 0.0000,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment world
        {
            offset = -0.0304 -0.0000 -0.0000,
            rotate = 0.0000 -0.0000 0.0000,
        }
    }
	model GlockCompact
    {
        mesh = weapons/firearm/GlockCompact,
        texture = weapons/firearm/Glock,
        scale = 1,

        attachment muzzle
        {
            offset = 0.0000 0.1216 -0.0220,
            rotate = -90.0000 0.0000 0.0000,
        }

        attachment canon
        {
            offset = 0.0000 0.1188 -0.0220,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment frontsight
        {
            offset = 0.0000 0.1117 -0.0276,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment rearsight
        {
            offset = 0.0000 0.0097 -0.0279,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment threading
        {
            offset = 0.0000 -0.0132 0.0000,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment world
        {
            offset = -0.0304 -0.0000 -0.0000,
            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 0.0000,
		}

		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 0.0000,
		}

		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 0.0000,
		}

		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 0.0000,
		}

		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 0.0000,
		}

		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 0.0000,
		}

		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 0.0000,
		}

		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 0.0000,
		}

		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 = 1.1,

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

		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 = 1.1,

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

		attachment canon
		{
			offset = 0.0000 0.1000 -0.0160,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment clip
		{
			offset = 0.0000 -0.1200 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model Uzi
    {
        mesh = weapons/firearm/Uzi,
        texture = weapons/firearm/Uzi,
        scale = 1.1,

        attachment muzzle
        {
            offset = 0.0000 0.1920 -0.0180,
            rotate = -90.0000 0.0000 0.0000,
        }

        attachment canon
        {
            offset = 0.0000 0.1920 -0.0180,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment clip
        {
            offset = 0.0000 -0.0540 0.0090,
            rotate = 180.0000 0.0000 180.0000,
        }

        attachment world
        {
            offset = -0.0304 -0.0000 -0.0000,
            rotate = 0.0000 -0.0000 0.0000,
        }

        attachment scope
        {
            offset = 0.0000 -0.0140 -0.0723,
            rotate = -180.0000 0.0000 -180.0000,
        }

        attachment RecoilPad
        {
            offset = 0.0000 -0.0251 0.0365,
            rotate = -8.6454 0.0000 0.0000,
            scale = 1.1457,
        }

        attachment canon2
        {
            offset = 0.0000 0.1430 -0.0191,
            rotate = 0.0000 0.0000 0.0000,
        }
    }
	model UziCarbine
    {
        mesh = weapons/firearm/UziCarbine,
        texture = weapons/firearm/Uzi,
        scale = 1.1,

        attachment muzzle
        {
            offset = 0.0000 0.2751 -0.0187,
            rotate = -90.0000 0.0000 0.0000,
        }

        attachment canon
        {
            offset = 0.0000 0.2751 -0.0187,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment clip
        {
            offset = 0.0000 -0.0540 0.0090,
            rotate = 180.0000 0.0000 180.0000,
        }

        attachment world
        {
            offset = -0.0304 -0.0000 -0.0000,
            rotate = 0.0000 -0.0000 0.0000,
        }

        attachment scope
        {
            offset = 0.0000 -0.0140 -0.0723,
            rotate = -180.0000 0.0000 -180.0000,
        }

        attachment RecoilPad
        {
            offset = 0.0000 -0.0251 0.0365,
            rotate = -8.6454 0.0000 0.0000,
            scale = 1.1457,
        }
    }
	model MiniUzi
    {
        mesh = weapons/firearm/MiniUzi,
        texture = weapons/firearm/Uzi,
        scale = 1.1,

        attachment muzzle
        {
            offset = 0.0000 0.1593 -0.0191,
            rotate = -90.0000 0.0000 0.0000,
        }

        attachment canon
        {
            offset = 0.0000 0.1593 -0.0191,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment clip
        {
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            rotate = 180.0000 0.0000 180.0000,
        }

        attachment world
        {
            offset = -0.0304 -0.0000 -0.0000,
            rotate = 0.0000 -0.0000 0.0000,
        }

        attachment canon2
        {
            offset = 0.0000 0.1197 -0.0191,
            rotate = 0.0000 0.0000 0.0000,
        }
    }
	model MiniUziCar
    {
        mesh = weapons/firearm/MiniUziCarbine,
        texture = weapons/firearm/Uzi,
        scale = 1.1,

        attachment muzzle
        {
            offset = 0.0000 0.2945 -0.0189,
            rotate = -90.0000 0.0000 0.0000,
        }

        attachment canon
        {
            offset = 0.0000 0.2945 -0.0189,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment clip
        {
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            rotate = 180.0000 0.0000 180.0000,
        }

        attachment world
        {
            offset = -0.0304 -0.0000 -0.0000,
            rotate = 0.0000 -0.0000 0.0000,
        }

        attachment Shield
        {
            offset = 0.0000 -0.0221 0.0000,
            rotate = 0.0000 0.0000 0.0000,
        }
    }
	model MicroUzi
    {
        mesh = weapons/firearm/MicroUzi,
        texture = weapons/firearm/MicroUzi,
        scale = 1.1,

        attachment muzzle
        {
            offset = 0.0000 0.1256 -0.0208,
            rotate = -90.0000 0.0000 0.0000,
        }

        attachment canon
        {
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            rotate = 0.0000 0.0000 0.0000,
        }

        attachment clip
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            rotate = 180.0000 0.0000 180.0000,
        }

        attachment world
        {
            offset = -0.0304 -0.0000 -0.0000,
            rotate = 0.0000 -0.0000 0.0000,
        }

        attachment canon2
        {
            offset = 0.0000 0.0910 -0.0206,
            rotate = 0.0000 0.0000 0.0000,
        }
    }
	model CalicoPistol
	{
		mesh = weapons/firearm/CalicoPistol,
		texture = weapons/firearm/CalicoRifle,
		scale = 1.1,

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

		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 0.0000,
		}

		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 0.0000,
		}

		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 0.0000,
		}

		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/Cheetah,

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

		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 0.0000,
		}

		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 0.0000,
		}

		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 0.0000,
		}

		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 0.0000,
		}

		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 0.0000,
		}

		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/SWSS,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1751 -0.0320,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.1751 -0.0320,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.1107 -0.0600,
			rotate = 180.0000 -0.0396 180.0000,
			scale = 1.2,
		}

		attachment reddot
		{
			offset = 0.0000 0.1107 -0.0600,
			rotate = 180.0000 -0.0396 180.0000,
			scale = 1.2,
		}

		attachment rail
		{
			offset = 0.0000 0.0149 -0.0028,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment frontsight
		{
			offset = 0.0000 0.1671 -0.0399,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment rearsight
		{
			offset = 0.0000 0.0861 -0.0407,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = -0.0130 0.0683 -0.0001,
			rotate = -0.0791 0.0000 -0.0000,
		}

		attachment Bip01_Prop1
		{
			offset = 0.0000 -0.0143 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment ShoulderHolster
		{
			offset = 0.0038 -0.0338 0.0004,
			rotate = 0.3075 -3.8414 0.1983,
			scale = 0.9000,
		}

		attachment holster_left
		{
			offset = 0.0016 -0.0207 0.0017,
			rotate = -0.2129 -0.4314 -0.0131,
			scale = 0.9000,
		}

		attachment holster_right
		{
			offset = -0.0020 -0.0208 0.0016,
			rotate = -0.2129 -0.4314 -0.0131,
			scale = 0.9000,
		}
	}
	model SW25
	{
		mesh = weapons/firearm/SW25,
		texture = weapons/firearm/SWBlue,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.1751 -0.0325,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.1751 -0.0325,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.1107 -0.0600,
			rotate = 180.0000 -0.0396 180.0000,
			scale = 1.2,
		}

		attachment reddot
		{
			offset = 0.0000 0.1107 -0.0600,
			rotate = 180.0000 -0.0396 180.0000,
			scale = 1.2,
		}

		attachment rail
		{
			offset = 0.0000 0.0149 -0.0028,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment frontsight
		{
			offset = 0.0000 0.1671 -0.0399,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment rearsight
		{
			offset = 0.0000 0.0861 -0.0407,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = -0.0130 0.0683 -0.0001,
			rotate = -0.0791 0.0000 -0.0000,
		}

		attachment Bip01_Prop1
		{
			offset = 0.0000 -0.0143 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment ShoulderHolster
		{
			offset = 0.0038 -0.0338 0.0004,
			rotate = 0.3075 -3.8414 0.1983,
			scale = 0.9000,
		}

		attachment holster_left
		{
			offset = 0.0016 -0.0207 0.0017,
			rotate = -0.2129 -0.4314 -0.0131,
			scale = 0.9000,
		}

		attachment holster_right
		{
			offset = -0.0020 -0.0208 0.0016,
			rotate = -0.2129 -0.4314 -0.0131,
			scale = 0.9000,
		}
	}
	model SW29
	{
		mesh = weapons/firearm/SW29,
		texture = weapons/firearm/SWBlue,
		scale = 1,

		attachment muzzle
		{
			offset = 0.0000 0.2221 -0.0322,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.2221 -0.0322,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.1107 -0.0600,
			rotate = 180.0000 -0.0396 180.0000,
		}

		attachment reddot
		{
			offset = 0.0000 0.1107 -0.0600,
			rotate = 180.0000 -0.0396 180.0000,
		}

		attachment rail
		{
			offset = 0.0000 0.0149 -0.0028,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment frontsight
		{
			offset = 0.0000 0.1951 -0.0399,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment rearsight
		{
			offset = 0.0000 0.0861 -0.0407,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment grip
		{
			offset = 0.0000 0.0109 -0.0030,
			rotate = 0.0000 0.0000 0.0000,
			scale = 0.8475,
		}

		attachment world
		{
			offset = -0.0130 0.0683 -0.0001,
			rotate = -0.0791 0.0000 -0.0000,
		}

		attachment Bip01_Prop1
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	model SORem700
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	model Rem700Bolt
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	model SORem700Bolt
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	model Rem700Park
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	model SORem700Park
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	model M24
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	model Rem788
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	model Ithaca37Scene
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		mesh = weapons/firearm/Ithaca37,
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	model Ithaca37Park
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        mesh = weapons/firearm/Ithaca37,
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	model SOIthaca37Blued
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        mesh = weapons/firearm/SOIthaca37,
        texture = weapons/firearm/Ithaca37Blued,
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	model SOIthaca37Gold
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	model SOIthaca37Park
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	model SOIthaca37SS
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	model SOIthaca37Scene
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	model HicksIthaca37
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	model Ithaca37RiotBlued
	{
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	model Ithaca37RiotPark
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        mesh = weapons/firearm/Ithaca37Riot,
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        scale = 1.1,

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	model Ithaca37RiotSS
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	model Ithaca37MPBlued
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	model Ithaca37MPPark
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	model Ithaca37MPSS
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	model StoegerUplander
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	model StoegerUplander_OPEN
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	model SOStoegerUplander
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	model StoegerUplander2Tone
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	model StoegerUplander2Tone_OPEN
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	model SOStoegerUplander2Tone
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	model SOStoegerUplander2Tone_OPEN
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	model SavageFox
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	model SavageFox_OPEN
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	model SOSavageFox
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		attachment world
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		attachment RecoilPad
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		attachment Bip01_Prop1
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	}
	model SOSavageFox_OPEN
    {
        mesh = weapons/Firearm/SOSavageFox_OPEN,
		texture = weapons/firearm/SavageFox,
		scale = 1.1,

		attachment irons
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		attachment world
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		attachment RecoilPad
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		attachment handguard
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		attachment Bip01_Prop1
		{
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    }
	model SavageFox2Tone
	{
		mesh = weapons/Firearm/SavageFox,
		texture = weapons/firearm/SavageFox2Tone,
		scale = 1.1,

		attachment muzzle
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		attachment irons
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		attachment world
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		attachment Bip01_Prop1
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	}
	model SavageFox2Tone_OPEN
    {
        mesh = weapons/Firearm/SavageFox_OPEN,
		texture = weapons/firearm/SavageFox2Tone,
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		attachment irons
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		attachment Bip01_Prop1
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    }
	model SOSavageFox2Tone
	{
		mesh = weapons/Firearm/SOSavageFox,
		texture = weapons/firearm/SavageFox2Tone,
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		attachment muzzle
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		attachment Bip01_Prop1
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	}
	model SOSavageFox2Tone_OPEN
    {
        mesh = weapons/Firearm/SOSavageFox_OPEN,
		texture = weapons/firearm/SavageFox2Tone,
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		attachment irons
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		attachment Bip01_Prop1
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    }
	model SavageFoxCase
	{
		mesh = weapons/Firearm/SavageFox,
		texture = weapons/firearm/SavageFoxCase,
		scale = 1.1,

		attachment muzzle
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		attachment Bip01_Prop1
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	}
	model SavageFoxCase_OPEN
    {
        mesh = weapons/Firearm/SavageFox_OPEN,
		texture = weapons/firearm/SavageFoxCase,
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		attachment Bip01_Prop1
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	model SOSavageFoxCase
	{
		mesh = weapons/Firearm/SOSavageFox,
		texture = weapons/firearm/SavageFoxCase,
		scale = 1.1,

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		attachment Bip01_Prop1
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	}
	model SOSavageFoxCase_OPEN
    {
        mesh = weapons/Firearm/SOSavageFox_OPEN,
		texture = weapons/firearm/SavageFoxCase,
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    }
	model Win37
	{
		mesh = weapons/Firearm/Win37,
		texture = weapons/firearm/Win37,
		scale = 1.1,

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	}
	model Win37_OPEN
	{
		mesh = weapons/Firearm/Win37_OPEN,
		texture = weapons/firearm/Win37,
		scale = 1.1,

		attachment canon
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	}
	model SOWin37
	{
		mesh = weapons/Firearm/SOWin37,
		texture = weapons/firearm/Win37,
		scale = 1.1,

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	}
	model SOWin37_OPEN
    {
        mesh = weapons/Firearm/SOWin37,
		texture = weapons/firearm/Win37,
		scale = 1.1,
    }
	model BrownCitori
	{
		mesh = weapons/Firearm/BrownCitori,
		texture = weapons/firearm/BrownCitori,
		scale = 1.1,

		attachment muzzle
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			rotate = -90.0165 0.0000 0.0000,
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	}
	model BrownCitori_OPEN
    {
        mesh = weapons/Firearm/BrownCitori_OPEN,
		texture = weapons/firearm/BrownCitori,
		scale = 1.1,
    }
	model SOBrownCitori
	{
		mesh = weapons/Firearm/SOBrownCitori,
		texture = weapons/firearm/BrownCitori,
		scale = 1.1,

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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 = 1.1,

		attachment muzzle
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			rotate = -90.0625 0.0000 0.0000,
		}
	}
	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 = 1.1,

		attachment muzzle
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			rotate = -90.0000 0.0000 0.0000,
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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 = 1.1,

		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 SOAuto5
	{
		mesh = weapons/firearm/SOAuto5,
		texture = weapons/firearm/Auto5,
		scale = 1.1,

		attachment muzzle
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			offset = 0.0000 0.3270 0.0320,
			rotate = -90.0000 0.0000 0.0000,
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		attachment scope2
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		}

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			rotate = 0.0000 0.0000 0.0000,
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	}
	model Win1400
	{
		mesh = weapons/firearm/Win1400,
		texture = weapons/firearm/Win1400,
		scale = 1.1,

		attachment muzzle
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		attachment scope2
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			rotate = 0.0000 0.0000 0.0000,
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	}
	model SOWin1400
	{
		mesh = weapons/firearm/SOWin1400,
		texture = weapons/firearm/Win1400,
		scale = 1.1,

		attachment muzzle
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	}
	model Rem1100Blue
	{
		mesh = weapons/firearm/Rem1100,
		texture = weapons/firearm/Rem1100Blue,
		scale = 1.1,

		attachment muzzle
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			offset = 0.0000 0.5220 0.0240,
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			rotate = 0.0000 0.0000 0.0000,
		}

		attachment light
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			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
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		}

		attachment irons2
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		attachment irons
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		attachment irons3
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			rotate = 0.0000 0.0000 0.0000,
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	}
	model Rem1187PBlue
	{
		mesh = weapons/firearm/Rem1187P,
		texture = weapons/firearm/Rem1100Blue,
		scale = 1.1,

		attachment muzzle
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			offset = 0.0000 0.4040 0.0250,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment scope
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			rotate = 0.0000 0.0000 0.0000,
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		attachment scope2
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			rotate = 0.0000 0.0000 0.0000,
		}

		attachment light
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		attachment world
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		attachment irons2
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		attachment irons
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		}

		attachment irons3
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			offset = 0.0000 0.2218 0.0329,
			rotate = 0.0000 0.0000 0.0000,
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	}
	model Rem1100Gold
	{
		mesh = weapons/firearm/Rem1100,
		texture = weapons/firearm/Rem1100Gold,
		scale = 1.1,

		attachment muzzle
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			offset = 0.0000 0.5220 0.0240,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment scope
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			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope2
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		}

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			rotate = 0.0000 0.0000 0.0000,
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		attachment light
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	model M635
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		attachment muzzle
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	model Colt9mm
	{
		mesh = weapons/firearm/Colt9mm,
		texture = weapons/firearm/ARSMG,
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		attachment muzzle
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	model M249
	{
		mesh = weapons/firearm/M249,
		texture = weapons/firearm/M249,
		scale = 1.1,

		attachment muzzle
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		attachment clip
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	model M249Mag
	{
		mesh = weapons/firearm/M249Mag,
		texture = weapons/firearm/M249,
		scale = 1.1,

		attachment muzzle
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	model M60
	{
		mesh = weapons/firearm/M60,
		texture = weapons/firearm/M60,
		scale = 1.1,

		attachment muzzle
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	model M1903
	{
		mesh = weapons/firearm/M1903,
		texture = weapons/firearm/M1903,
		scale = 1.1,

		attachment muzzle
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		attachment bayonet
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	}
	model M1917
	{
		mesh = weapons/firearm/M1917,
		texture = weapons/firearm/M1917,
		scale = 1.1,

		attachment muzzle
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	}
	model Mauser98K
	{
		mesh = weapons/firearm/Mauser98K,
		texture = weapons/firearm/Mauser98K,
		scale = 1.1,

		attachment muzzle
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	model M1Garand
	{
		mesh = weapons/firearm/M1Garand,
		texture = weapons/firearm/M1Garand,
		scale = 1.1,

		attachment muzzle
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	}
	model M1Carbine
	{
		mesh = weapons/firearm/M1Carbine,
		texture = weapons/firearm/M1Carbine,
		scale = 1.1,

		attachment muzzle
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	model SKS
	{
		mesh = weapons/firearm/SKS,
		texture = weapons/firearm/SKS,
		scale = 1.1,

		attachment muzzle
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	model T56
	{
		mesh = weapons/firearm/T56,
		texture = weapons/firearm/PolyTech,
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		attachment muzzle
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	model T56Folder
	{
		mesh = weapons/firearm/T56Fold,
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	model Mini14
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        mesh = weapons/firearm/Mini14,
        texture = weapons/firearm/Mini14,
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        attachment muzzle
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    }
	model Mini14SS
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        mesh = weapons/firearm/Mini14,
        texture = weapons/firearm/Mini14SS,
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	model Mini14Bullpup
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        mesh = weapons/firearm/Mini14,
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	model Mini14SSBullpup
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	model Mini14GB
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        texture = weapons/firearm/Mini14,
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	model Mini14GBSS
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        mesh = weapons/firearm/Mini14GB,
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        attachment muzzle
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        attachment light
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    }
	model AC556K
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        mesh = weapons/firearm/AC556K,
        texture = weapons/firearm/Mini14,
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        attachment muzzle
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        }
    }
	model AC556KSS
	{
		mesh = weapons/firearm/AC556K,
		texture = weapons/firearm/Mini14SS,
		scale = 1.1,

        attachment muzzle
        {
            offset = 0.0000 0.3098 0.0287,
            rotate = -90.0000 0.0000 0.0000,
        }

        attachment world
        {
            offset = 0.0301 -0.0000 0.0000,
            rotate = 180.0000 0.0000 -180.0000,
        }

        attachment scope
        {
            offset = 0.0000 0.1174 0.0630,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment scope2
        {
            offset = 0.0000 0.1174 0.0630,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment reddot
        {
            offset = 0.0000 0.1174 0.0630,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment canon
        {
            offset = 0.0000 0.3098 0.0287,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment RecoilPad
        {
            offset = 0.0000 0.0110 -0.0216,
            rotate = 2.8227 0.0000 0.0000,
        }

        attachment light
        {
            offset = 0.0000 0.3304 0.0060,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment bipod
        {
            offset = 0.0000 0.2563 0.0096,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment stockitem
        {
            offset = 0.0000 0.0192 -0.0022,
            rotate = -5.4227 0.0000 0.0000,
            scale = 1.0717,
        }

        attachment Bip01_Prop1
        {
            offset = -0.0000 -0.0150 0.0000,
            rotate = 0.0000 0.0000 0.0000,
        }
	}
	model AKMSport
	{
		mesh = weapons/firearm/AKMSport,
		texture = weapons/firearm/AKM,
		scale = 1.1,

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

		attachment world
		{
			offset = 0.0301 -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,
		}

		attachment bayonet
		{
			offset = 0.0000 0.2937 0.0028,
			rotate = 4.7085 0.0000 0.0000,
			scale = 0.8223,
		}

		attachment RecoilPad
		{
			offset = 0.0000 -0.0195 0.0005,
			rotate = -8.8197 0.0000 0.0000,
			scale = 0.7469,
		}

		attachment light
		{
			offset = 0.0000 0.2579 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0860 0.0656,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment receiver
		{
			offset = 0.0000 0.0059 0.0018,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model AKM
	{
		mesh = weapons/firearm/AKM,
		texture = weapons/firearm/AKM,
		scale = 1.1,

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

		attachment world
		{
			offset = 0.0301 -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,
		}

		attachment bayonet
		{
			offset = 0.0000 0.2937 0.0028,
			rotate = 4.7085 0.0000 0.0000,
			scale = 0.8223,
		}

		attachment RecoilPad
		{
			offset = 0.0000 -0.0195 0.0005,
			rotate = -8.8197 0.0000 0.0000,
			scale = 0.7469,
		}

		attachment light
		{
			offset = 0.0000 0.2579 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0860 0.0656,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment receiver
		{
			offset = 0.0000 0.0059 0.0018,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model AKMS
	{
		mesh = weapons/firearm/AKMS,
		texture = weapons/firearm/AKM,
		scale = 1.1,

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

		attachment world
		{
			offset = 0.0301 -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,
		}

		attachment bayonet
		{
			offset = 0.0000 0.2937 0.0028,
			rotate = 4.7085 0.0000 0.0000,
			scale = 0.8223,
		}

		attachment light
		{
			offset = 0.0000 0.2579 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0860 0.0656,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment receiver
		{
			offset = 0.0000 0.0059 0.0018,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model AKSSport
	{
		mesh = weapons/firearm/AKSSport,
		texture = weapons/firearm/PolyTech,
		scale = 1.1,

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

		attachment world
		{
			offset = 0.0301 -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,
		}

		attachment bayonet
		{
			offset = 0.0000 0.2937 0.0028,
			rotate = 4.7085 0.0000 0.0000,
			scale = 0.8223,
		}

		attachment RecoilPad
		{
			offset = 0.0000 -0.0195 0.0005,
			rotate = -8.8197 0.0000 0.0000,
			scale = 0.7469,
		}

		attachment light
		{
			offset = 0.0000 0.2579 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0860 0.0656,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment receiver
		{
			offset = 0.0000 0.0059 0.0018,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model AKS
	{
		mesh = weapons/firearm/AKS,
		texture = weapons/firearm/PolyTech,
		scale = 1.1,

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

		attachment world
		{
			offset = 0.0301 -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,
		}

		attachment bayonet
		{
			offset = 0.0000 0.2937 0.0028,
			rotate = 4.7085 0.0000 0.0000,
			scale = 0.8223,
		}

		attachment RecoilPad
		{
			offset = 0.0000 -0.0195 0.0005,
			rotate = -8.8197 0.0000 0.0000,
			scale = 0.7469,
		}

		attachment light
		{
			offset = 0.0000 0.2579 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0860 0.0656,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment receiver
		{
			offset = 0.0000 0.0059 0.0018,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model AKSFolder
	{
		mesh = weapons/firearm/AKSFolder,
		texture = weapons/firearm/PolyTech,
		scale = 1.1,

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

		attachment world
		{
			offset = 0.0301 -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,
		}

		attachment bayonet
		{
			offset = 0.0000 0.2937 0.0028,
			rotate = 4.7085 0.0000 0.0000,
			scale = 0.8223,
		}

		attachment light
		{
			offset = 0.0000 0.2579 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0860 0.0656,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment receiver
		{
			offset = 0.0000 0.0059 0.0018,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model AKSMilledSport
	{
		mesh = weapons/firearm/AKSSport,
		texture = weapons/firearm/PolyTechMilled,
		scale = 1.1,

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

		attachment world
		{
			offset = 0.0301 -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,
		}

		attachment bayonet
		{
			offset = 0.0000 0.2937 0.0028,
			rotate = 4.7085 0.0000 0.0000,
			scale = 0.8223,
		}

		attachment RecoilPad
		{
			offset = 0.0000 -0.0195 0.0005,
			rotate = -8.8197 0.0000 0.0000,
			scale = 0.7469,
		}

		attachment light
		{
			offset = 0.0000 0.2579 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0860 0.0656,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment receiver
		{
			offset = 0.0000 0.0059 0.0018,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model AKSMilled
	{
		mesh = weapons/firearm/AKS,
		texture = weapons/firearm/PolyTechMilled,
		scale = 1.1,

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

		attachment world
		{
			offset = 0.0301 -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,
		}

		attachment bayonet
		{
			offset = 0.0000 0.2937 0.0028,
			rotate = 4.7085 0.0000 0.0000,
			scale = 0.8223,
		}

		attachment RecoilPad
		{
			offset = 0.0000 -0.0195 0.0005,
			rotate = -8.8197 0.0000 0.0000,
			scale = 0.7469,
		}

		attachment light
		{
			offset = 0.0000 0.2579 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0860 0.0656,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment receiver
		{
			offset = 0.0000 0.0059 0.0018,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model AKSFolderMilled
	{
		mesh = weapons/firearm/AKSFolder,
		texture = weapons/firearm/PolyTechMilled,
		scale = 1.1,

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

		attachment world
		{
			offset = 0.0301 -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,
		}

		attachment bayonet
		{
			offset = 0.0000 0.2937 0.0028,
			rotate = 4.7085 0.0000 0.0000,
			scale = 0.8223,
		}

		attachment light
		{
			offset = 0.0000 0.2579 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0860 0.0656,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment receiver
		{
			offset = 0.0000 0.0059 0.0018,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model Valmet
	{
		mesh = weapons/firearm/Valmet,
		texture = weapons/firearm/Valmet,
		scale = 1.1,

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

		attachment world
		{
			offset = 0.0301 -0.0000 0.0000,
			rotate = 180.0000 0.0000 -180.0000,
		}

		attachment canon
		{
			offset = 0.0000 0.3409 0.0240,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model ValmetFold
	{
		mesh = weapons/firearm/ValmetFold,
		texture = weapons/firearm/Valmet,
		scale = 1.1,

		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 = 1.1,

		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 = 1.1,

		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 = 1.1,

		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,
		}

		attachment clip
		{
			offset = 0.0000 0.0050 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment bayonet
		{
			offset = 0.0000 0.3138 0.0036,
			rotate = 4.7085 0.0000 0.0000,
			scale = 0.8521,
		}
	}
	model HK91
	{
		mesh = weapons/firearm/HK91,
		texture = weapons/firearm/HK91,
		scale = 1.1,

		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,
		}

		attachment scope
		{
			offset = 0.0000 0.0649 0.0785,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0649 0.0785,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0000 0.0649 0.0785,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model HK91RetractStock
	{
		mesh = weapons/parts/HK91RetractStock,
		texture = weapons/firearm/HK91,
	}
	model HK91FixStock
	{
		mesh = weapons/parts/HK91FixStock,
		texture = weapons/firearm/HK91,
	}
	model FAL
	{
		mesh = weapons/firearm/FAL,
		texture = weapons/firearm/FAL,
		scale = 1.1,

		attachment muzzle
		{
			offset = 0.0000 0.4590 0.0110,
			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 0.4090 0.0110,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model FNCBlack
    {
        mesh = weapons/firearm/fnc,
        texture = weapons/firearm/fncBlack,
        scale = 1.1,

        attachment muzzle
        {
            offset = 0.0000 0.3706 0.0291,
            rotate = -90.0000 0.0000 0.0000,
        }

        attachment scope
        {
            offset = 0.0000 0.0570 0.0742,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment scope2
        {
            offset = 0.0000 0.0570 0.0742,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment reddot
        {
            offset = 0.0000 0.0570 0.0742,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment world
        {
            offset = 0.0301 -0.0000 0.0000,
            rotate = 180.0000 0.0000 -180.0000,
        }

        attachment canon
        {
            offset = 0.0000 0.3706 0.0291,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment light
        {
            offset = 0.0000 0.3206 0.0105,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment clip
        {
            offset = 0.0000 0.0097 -0.0138,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment receiver
        {
            offset = 0.0000 -0.0066 -0.0030,
            rotate = 0.0000 0.0000 0.0000,
            scale = 1.0638,
        }
    }
	model FNCGrey
    {
        mesh = weapons/firearm/fnc,
        texture = weapons/firearm/fncGrey,
        scale = 1.1,

        attachment muzzle
        {
            offset = 0.0000 0.3706 0.0291,
            rotate = -90.0000 0.0000 0.0000,
        }

        attachment scope
        {
            offset = 0.0000 0.0570 0.0742,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment scope2
        {
            offset = 0.0000 0.0570 0.0742,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment reddot
        {
            offset = 0.0000 0.0570 0.0742,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment world
        {
            offset = 0.0301 -0.0000 0.0000,
            rotate = 180.0000 0.0000 -180.0000,
        }

        attachment canon
        {
            offset = 0.0000 0.3706 0.0291,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment light
        {
            offset = 0.0000 0.3206 0.0105,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment clip
        {
            offset = 0.0000 0.0097 -0.0138,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment receiver
        {
            offset = 0.0000 -0.0066 -0.0030,
            rotate = 0.0000 0.0000 0.0000,
            scale = 1.0638,
        }
    }
	model DWK1a
    {
        mesh = weapons/firearm/k1a,
        texture = weapons/firearm/k1a1,
        scale = 1.1,

        attachment muzzle
        {
            offset = 0.0000 0.3706 0.0291,
            rotate = -90.0000 0.0000 0.0000,
        }

        attachment scope
        {
            offset = 0.0000 0.0570 0.0742,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment scope2
        {
            offset = 0.0000 0.0570 0.0742,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment reddot
        {
            offset = 0.0000 0.0570 0.0742,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment world
        {
            offset = 0.0301 -0.0000 0.0000,
            rotate = 180.0000 0.0000 -180.0000,
        }

        attachment canon
        {
            offset = 0.0000 0.3706 0.0291,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment light
        {
            offset = 0.0000 0.3206 0.0105,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment clip
        {
            offset = 0.0000 0.0097 -0.0138,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment receiver
        {
            offset = 0.0000 -0.0066 -0.0030,
            rotate = 0.0000 0.0000 0.0000,
            scale = 1.0638,
        }
    }
	model DWK1a1
    {
        mesh = weapons/firearm/k1a1,
        texture = weapons/firearm/k1a1,
        scale = 1.1,

        attachment muzzle
        {
            offset = 0.0000 0.3706 0.0291,
            rotate = -90.0000 0.0000 0.0000,
        }

        attachment scope
        {
            offset = 0.0000 0.0570 0.0742,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment scope2
        {
            offset = 0.0000 0.0570 0.0742,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment reddot
        {
            offset = 0.0000 0.0570 0.0742,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment world
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        attachment receiver
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	model DWK2
    {
        mesh = weapons/firearm/k2,
        texture = weapons/firearm/k2,
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        attachment muzzle
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	model DR200
    {
        mesh = weapons/firearm/dr200,
        texture = weapons/firearm/dr200,
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        attachment muzzle
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        attachment receiver
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	model MarlinCamp
	{
		mesh = weapons/firearm/MarlinCamp,
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	model MP5
	{
		mesh = weapons/firearm/MP5,
		texture = weapons/firearm/MP5,
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	model MP5RetractStock
	{
		mesh = weapons/parts/MP5RetractStock,
		texture = weapons/firearm/MP5,
	}
	model MP5FixStock
	{
		mesh = weapons/parts/MP5FixStock,
		texture = weapons/firearm/MP5,
	}
	model M3GreaseGun
	{
		mesh = weapons/firearm/M3GreaseGun,
		texture = weapons/firearm/M3GreaseGun,
		scale = 1.1,

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	model M3GreaseGunFold
	{
		mesh = weapons/firearm/M3GreaseGunFold,
		texture = weapons/firearm/M3GreaseGun,
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	model CalicoRifle
	{
		mesh = weapons/firearm/CalicoRifle,
		texture = weapons/firearm/CalicoRifle,
		scale = 1.1,

		attachment muzzle
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	model CalicoRifleFold
	{
		mesh = weapons/firearm/CalicoRifleFold,
		texture = weapons/firearm/CalicoRifle,
		scale = 1.1,

		attachment muzzle
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	model Rug1022
	{
		mesh = weapons/firearm/Rug1022,
		texture = weapons/firearm/Rug1022,
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	model BrownBAR
	{
		mesh = weapons/firearm/BrownBAR,
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	model Win7400
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	model Rem760
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	model Marlin60
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	model Marlin336
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		mesh = weapons/firearm/Marlin336,
		texture = weapons/firearm/Marlin336,
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	model Marlin39A
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		mesh = weapons/firearm/Marlin39A,
		texture = weapons/firearm/Marlin39A,
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	model Win61
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		mesh = weapons/firearm/Win61,
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	model Win69
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		mesh = weapons/firearm/Win69,
		texture = weapons/firearm/Win69,
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	model Win94
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		mesh = weapons/firearm/Win94,
		texture = weapons/firearm/Win94,
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	model RedDot
	{
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	    texture = weapons/parts/RedDot,

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	model CMore
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	    texture = weapons/parts/CMore,

		attachment world
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	model AccuDot
	{
		mesh = weapons/parts/AccuDot,
		texture = weapons/parts/AccuDot,

		attachment world
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	}
	model AccuDotSilver
	{
		mesh = weapons/parts/AccuDot,
		texture = weapons/parts/AccuPro,

		attachment world
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	model RedDotPistol
	{
	    mesh = weapons/parts/RedDotPistol,
	    texture = weapons/parts/RedDot,

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	model AccuDotPistolSilver
	{
	    mesh = weapons/parts/AccuDotPistol,
	    texture = weapons/parts/AccuPro,

		attachment world
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	model SinglePoint
	{
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	    texture = weapons/parts/SinglePoint,

		attachment world
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	model SinglePointPistol
	{
	    mesh = weapons/parts/SinglePointPistol,
	    texture = weapons/parts/SinglePoint,

		attachment world
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	model 2Scope
	{
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	    texture = weapons/parts/Scope,

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	model 2ScopePistol
	{
	    mesh = weapons/parts/2ScopePistol,
	    texture = weapons/parts/Scope,

		attachment world
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	model 2ScopeSilver
	{
	    mesh = weapons/parts/2Scope,
	    texture = weapons/parts/ScopeSilver,

		attachment world
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			scale = 0.7,
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	model 2ScopePistolSilver
	{
	    mesh = weapons/parts/2ScopePistol,
	    texture = weapons/parts/ScopeSilver,

		attachment world
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	model 3Scope
	{
	    mesh = weapons/parts/3Scope,
	    texture = weapons/parts/Scope,

		attachment world
		{
			offset = -0.0000 -0.0000 -0.0293,
			rotate = 180.0000 89.9604 -90.0000,
			scale = 0.7,
		}
	}
	model 3ScopePistol
	{
	    mesh = weapons/parts/3ScopePistol,
	    texture = weapons/parts/Scope,

		attachment world
		{
			offset = -0.0000 -0.0000 -0.0293,
			rotate = 180.0000 89.9604 -90.0000,
			scale = 0.7,
		}
	}
	model 3ScopeSilver
	{
	    mesh = weapons/parts/3Scope,
	    texture = weapons/parts/ScopeSilver,

		attachment world
		{
			offset = -0.0000 -0.0000 -0.0293,
			rotate = 180.0000 89.9604 -90.0000,
			scale = 0.7,
		}
	}
	model 3ScopePistolSilver
	{
	    mesh = weapons/parts/3ScopePistol,
	    texture = weapons/parts/ScopeSilver,

		attachment world
		{
			offset = -0.0000 -0.0000 -0.0293,
			rotate = 180.0000 89.9604 -90.0000,
			scale = 0.7,
		}
	}
	model 4Scope
	{
	    mesh = weapons/parts/4Scope,
	    texture = weapons/parts/Scope,

		attachment world
		{
			offset = -0.0000 -0.0000 -0.0293,
			rotate = 180.0000 89.9604 -90.0000,
			scale = 0.7,
		}
	}
	model 4ScopePistol
	{
	    mesh = weapons/parts/4ScopePistol,
	    texture = weapons/parts/Scope,

		attachment world
		{
			offset = -0.0000 -0.0000 -0.0293,
			rotate = 180.0000 89.9604 -90.0000,
			scale = 0.7,
		}
	}
	model 4ScopeSilver
	{
	    mesh = weapons/parts/4Scope,
	    texture = weapons/parts/ScopeSilver,

		attachment world
		{
			offset = -0.0000 -0.0000 -0.0293,
			rotate = 180.0000 89.9604 -90.0000,
			scale = 0.7,
		}
	}
	model 4ScopePistolSilver
	{
	    mesh = weapons/parts/4ScopePistol,
	    texture = weapons/parts/ScopeSilver,

		attachment world
		{
			offset = -0.0000 -0.0000 -0.0293,
			rotate = 180.0000 89.9604 -90.0000,
			scale = 0.7,
		}
	}
	model 6Scope
	{
	    mesh = weapons/parts/6Scope,
	    texture = weapons/parts/Scope,

		attachment world
		{
			offset = -0.0000 -0.0000 -0.0293,
			rotate = 180.0000 89.9604 -90.0000,
			scale = 0.7,
		}
	}
	model 6ScopeSilver
	{
	    mesh = weapons/parts/6Scope,
	    texture = weapons/parts/ScopeSilver,

		attachment world
		{
			offset = -0.0000 -0.0000 -0.0293,
			rotate = 180.0000 89.9604 -90.0000,
			scale = 0.7,
		}
	}
	model 8Scope
	{
	    mesh = weapons/parts/8Scope,
	    texture = weapons/parts/Scope,

		attachment world
		{
			offset = -0.0000 -0.0000 -0.0293,
			rotate = 180.0000 89.9604 -90.0000,
			scale = 0.7,
		}
	}
	model 8ScopeSilver
	{
	    mesh = weapons/parts/8Scope,
	    texture = weapons/parts/ScopeSilver,

		attachment world
		{
			offset = -0.0000 -0.0000 -0.0293,
			rotate = 180.0000 89.9604 -90.0000,
			scale = 0.7,
		}
	}
	model 10Scope
	{
	    mesh = weapons/parts/10Scope,
	    texture = weapons/parts/Scope,

		attachment world
		{
			offset = -0.0000 -0.0000 -0.0293,
			rotate = 180.0000 89.9604 -90.0000,
			scale = 0.7,
		}
	}
	model 10ScopeSilver
	{
	    mesh = weapons/parts/10Scope,
	    texture = weapons/parts/ScopeSilver,

		attachment world
		{
			offset = -0.0000 -0.0000 -0.0293,
			rotate = 180.0000 89.9604 -90.0000,
			scale = 0.7,
		}
	}
	model ARTScope
	{
	    mesh = weapons/parts/ARTScope,
	    texture = weapons/parts/ARTScope,
	}
	model M14ARTScope
	{
	    mesh = weapons/parts/M14ARTScope,
	    texture = weapons/parts/ARTScope,
	}
	model M16RailPart
	{
	    mesh = weapons/parts/M16RailPart,
	    texture = weapons/parts/870MountShield,
	}
	model M14MountPart
	{
	    mesh = weapons/parts/M14RailPart,
	    texture = weapons/parts/M14BlackPart,
	}
	model Mini14RailPart
	{
	    mesh = weapons/parts/Mini14RailPart,
	    texture = weapons/parts/870MountShield,
	}
	model Mini14RailPartSS
	{
	    mesh = weapons/parts/Mini14RailPart,
	    texture = weapons/parts/MountShieldSS,
	}
	model HKClawWorld
	{
	    mesh = WorldItems/HKClawWorld,
	    texture = weapons/firearm/MP5,
	}
	model HK91RailPart
	{
	    mesh = weapons/parts/HK91RailPart,
	    texture = weapons/firearm/MP5,
	}
	model MP5RailPart
	{
	    mesh = weapons/parts/MP5RailPart,
	    texture = weapons/firearm/MP5,
	}
	model PistolDoubleStackWorld
	{
	    mesh = WorldItems/doublestackmagworld,
	    texture = weapons/firearm/92FS,
	}
	model ACOGMount
	{
	    mesh = weapons/parts/ACOGMount,
	    texture = weapons/parts/ACOG,
	}
	model ACOGHandle
	{
	    mesh = weapons/parts/ACOGHandle,
	    texture = weapons/parts/ACOG,
	}
	model ACOGRail
	{
	    mesh = weapons/parts/ACOGRail,
	    texture = weapons/parts/ACOG,
	}
	model ArmsonM16
	{
	    mesh = weapons/parts/ArmsonM16,
	    texture = weapons/parts/Armson,
	}
	model ArmsonRail
	{
	    mesh = weapons/parts/ArmsonRail,
	    texture = weapons/parts/Armson,
	}
	model ArmsonRailLong
	{
	    mesh = weapons/parts/ArmsonRailLong,
	    texture = weapons/parts/Armson,
	}
	model 4Handle
	{
	    mesh = weapons/parts/4handle,
	    texture = weapons/parts/4Handle,
	}
	model 4AR180
	{
	    mesh = weapons/parts/x4AR180,
	    texture = weapons/parts/4Handle,
	}
	model 1911RailPart
	{
	    mesh = weapons/parts/1911Rail,
	    texture = weapons/parts/1911ScopeRail,

		attachment world
		{
			offset = -0.0718 -0.1175 -0.0000,
			rotate = -180.0000 -0.0000 -90.0000,
			scale = 1.1,
		}
	}
	model 1911RailPartSS
	{
	    mesh = weapons/parts/1911Rail,
	    texture = weapons/parts/1911ScopeRailSS,

		attachment world
		{
			offset = -0.0718 -0.1175 -0.0000,
			rotate = -180.0000 -0.0000 -90.0000,
			scale = 1.1,
		}
	}
	model 1911Comp
	{
	    mesh = weapons/parts/1911Comp,
	    texture = weapons/firearm/1911Park,
	}
	model 1911CompWorld
	{
	    mesh = WorldItems/1911CompWorld,
	    texture = weapons/firearm/1911Park,
	}
	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 RevolverRailPart
	{
	    mesh = weapons/parts/RevolverRailPart,
	    texture = weapons/firearm/SW29,
	}
	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 TriggerBox
	{
		mesh = WorldItems/SightBoxCombat,
		texture = weapons/parts/TriggerBox,

		attachment world
		{
			offset = 0.0000 -0.0011 0.0000,
			rotate = 0.0000 0.0000 0.0000,
			scale = 0.6,
		}
	}
	model SightBoxCombat
	{
	    mesh = WorldItems/SightBoxCombat,
	    texture = weapons/parts/Sightbox,
	}
	model SightBoxTarget
	{
	    mesh = WorldItems/SightBoxTarget,
	    texture = weapons/parts/Sightbox,
	}
	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 LeatherCheekPad
	{
	    mesh = weapons/parts/LeatherCheekPad,
	    texture = weapons/parts/AmmoCarrier,
	}
	model LeatherCheekPadWorld
	{
	    mesh = WorldItems/LeatherCheekPadWorld,
	    texture = weapons/parts/AmmoCarrier,
	}
	model NylonCheekPad
	{
	    mesh = weapons/parts/NylonCheekPad,
	    texture = weapons/parts/AmmoCarrier,
	}
	model NylonCheekPadWorld
	{
	    mesh = WorldItems/NylonCheekPadWorld,
	    texture = weapons/parts/AmmoCarrier,
	}
	model ODCheekPad
	{
	    mesh = weapons/parts/ODCheekPad,
	    texture = weapons/parts/AmmoCarrier,
	}
	model ODCheekPadWorld
	{
	    mesh = WorldItems/ODCheekPadWorld,
	    texture = weapons/parts/AmmoCarrier,
	}
	model LeatherCheekPadAR
	{
	    mesh = weapons/parts/LeatherCheekPadAR,
	    texture = weapons/parts/AmmoCarrier,
	}
	model NylonCheekPadAR
	{
	    mesh = weapons/parts/NylonCheekPadAR,
	    texture = weapons/parts/AmmoCarrier,
	}
	model ODCheekPadAR
	{
	    mesh = weapons/parts/ODCheekPadAR,
	    texture = weapons/parts/AmmoCarrier,
	}
	model CleaningKitWorld
	{
	    mesh = WorldItems/CleaningKitWorld,
	    texture = WorldItems/CleaningKit,
	}
	model USGICleanKit
	{
	    mesh = WorldItems/USGICleanKit,
	    texture = WorldItems/USGIKit,
	}
	model GunOil
	{
	    mesh = WorldItems/GunOil,
	    texture = WorldItems/GunOil,
	}
	model GunOil2
	{
	    mesh = WorldItems/GunOil2,
	    texture = WorldItems/GunOil,
	}
	model GunOil3
	{
	    mesh = WorldItems/GunOil3,
	    texture = WorldItems/GunOil2,
	}
	model GunOil4
	{
		mesh = WorldItems/GunOil4,
		texture = WorldItems/GunOil2,
	}
	model SKSBayonet
	{
	    mesh = weapons/1handed/SKSBayonet,
	    texture = weapons/firearm/SKS,

		attachment world
		{
			offset = -0.0170 0.0528 -0.0059,
			rotate = -6.3639 -0.0000 0.0000,
		}
	}
	model T56Bayonet
	{
	    mesh = weapons/1handed/T56Bayonet,
	    texture = weapons/parts/AKT56Bayo,

		attachment world
		{
			offset = -0.0170 0.0528 -0.0059,
			rotate = -6.3639 -0.0000 0.0000,
		}
	}
	model AKBayonet
	{
		mesh = weapons/1handed/AKBayonet,
		texture = weapons/parts/AKGrateBayo,

		attachment world
		{
			offset = -0.0170 0.0528 -0.0059,
			rotate = -6.3639 -0.0000 0.0000,
		}
	}
	model AK47Bayonet
	{
	    mesh = weapons/1handed/AK47Bayonet,
	    texture = weapons/parts/AKGrateBayo,

		attachment world
		{
			offset = -0.0170 0.0528 -0.0059,
			rotate = -6.3639 -0.0000 0.0000,
		}
	}
	model AKOldBayonet
	{
	    mesh = weapons/1handed/AKOldBayonet,
	    texture = weapons/parts/AKGrateBayo,

		attachment world
		{
			offset = -0.0170 0.0528 -0.0059,
			rotate = -6.3639 -0.0000 0.0000,
		}
	}
	model AKBayonetBlack
	{
	    mesh = weapons/1handed/AKBayonet,
	    texture = weapons/parts/AKT56Bayo,

		attachment world
		{
			offset = -0.0170 0.0528 -0.0059,
			rotate = -6.3639 -0.0000 0.0000,
		}
	}
	model AKBayonetBake
	{
	    mesh = weapons/1handed/AKBayonet,
	    texture = weapons/parts/AKBrakeBayo,

		attachment world
		{
			offset = -0.0170 0.0528 -0.0059,
			rotate = -6.3639 -0.0000 0.0000,
		}
	}
	model M4Bayonet
	{
	    mesh = weapons/1handed/M4Bayonet,
	    texture = weapons/firearm/M1Carbine,

		attachment world
		{
			offset = -0.0170 0.0528 -0.0059,
			rotate = -6.3639 -0.0000 0.0000,
		}
	}
	model M5Bayonet
	{
	    mesh = weapons/1handed/M5Bayonet,
	    texture = weapons/firearm/M1Garand,

		attachment world
		{
			offset = -0.0170 0.0528 -0.0059,
			rotate = -6.3639 -0.0000 0.0000,
		}
	}
	model M6Bayonet
	{
	    mesh = weapons/1handed/M6Bayonet,
	    texture = weapons/parts/CAR15StockCamo,

		attachment world
		{
			offset = -0.0170 0.0528 -0.0059,
			rotate = -6.3639 -0.0000 0.0000,
		}
	}
	model M9Bayonet
	{
	    mesh = weapons/1handed/M9Bayonet,
	    texture = weapons/parts/CAR15Stock,

		attachment world
		{
			offset = -0.0170 0.0528 -0.0059,
			rotate = -6.3639 -0.0000 0.0000,
		}
	}
	model M7Bayonet
	{
	    mesh = weapons/1handed/M7Bayonet,
	    texture = weapons/parts/CAR15StockCamo,

		attachment world
		{
			offset = -0.0170 0.0528 -0.0059,
			rotate = -6.3639 -0.0000 0.0000,
		}
	}
	model M1905Bayonet
	{
	    mesh = weapons/1handed/M1905Bayonet,
	    texture = weapons/firearm/M1903,

		attachment world
		{
			offset = -0.0170 0.0528 -0.0059,
			rotate = -6.3639 -0.0000 0.0000,
		}
	}
	model M1917Bayonet
	{
	    mesh = weapons/1handed/M1917Bayonet,
	    texture = weapons/firearm/M1917,

		attachment world
		{
			offset = -0.0170 0.0528 -0.0059,
			rotate = -6.3639 -0.0000 0.0000,
		}
	}
	model MauserBayonet
	{
	    mesh = weapons/1handed/MauserBayonet,
	    texture = weapons/firearm/Mauser98K,

		attachment world
		{
			offset = -0.0170 0.0528 -0.0059,
			rotate = -6.3639 -0.0000 0.0000,
		}
	}
	model RifleBulkBox
	{
	    mesh = WorldItems/RifleBulkBox,
	    texture = WorldItems/AmmoBoxes,
	}
	model RifleBulkBox2
	{
	    mesh = WorldItems/RifleBulkBox,
	    texture = WorldItems/AmmoBoxes2,
	}
	model BoxRifleAmmo
	{
	    mesh = WorldItems/BoxRifleAmmo,
	    texture = WorldItems/AmmoBoxes,
	}
	model BoxRifleAmmo2
	{
	    mesh = WorldItems/BoxRifleAmmo2,
	    texture = WorldItems/AmmoBoxes2,
	}
	model BoxRifleAmmo3
	{
	    mesh = WorldItems/BoxRifleAmmo3,
	    texture = WorldItems/AmmoBoxes2,
	}
	model BoxRifleAmmo4
	{
	    mesh = WorldItems/BoxRifleAmmo,
	    texture = WorldItems/AmmoBoxes2,
	}
	model BoxRifleAmmo5
	{
	    mesh = WorldItems/RifleSurplusBox,
	    texture = WorldItems/AmmoBoxes2,
	}
	model BoxRifleAmmo6
	{
	    mesh = WorldItems/RifleSurplus2Box,
	    texture = WorldItems/AmmoBoxes2,
	}
	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 HandgunBox2
	{
	    mesh = WorldItems/RifleHandgunBox,
	    texture = WorldItems/AmmoBoxes2,
	}
	model HandgunBox3
	{
	    mesh = WorldItems/RifleHandgunBox2,
	    texture = WorldItems/AmmoBoxes2,
	}
	model HandgunBox4
	{
	    mesh = WorldItems/RifleHandgunBox3,
	    texture = WorldItems/AmmoBoxes2,
	}
	model HandgunBox5
	{
	    mesh = WorldItems/RifleHandgunBox4,
	    texture = WorldItems/AmmoBoxes2,
	}
	model MagnumBox
	{
	    mesh = WorldItems/RifleMagnumBox,
	    texture = WorldItems/AmmoBoxes,
	}
	model MagnumBox2
	{
	    mesh = WorldItems/RifleMagnumBox,
	    texture = WorldItems/AmmoBoxes2,
	}
	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/ShotgunShellsWorld,
	    texture = weapons/parts/AmmoCarrierSlugs,
	}
	model 22BrassWorld
	{
	    mesh = WorldItems/22BrassWorld,
	    texture = weapons/parts/AmmoCarrier,
	}
	model 556BrassWorld
	{
	    mesh = WorldItems/556BrassWorld,
	    texture = weapons/parts/AmmoCarrier,
	}
	model 76239CaseWorld
	{
	    mesh = WorldItems/76239BrassWorld,
	    texture = weapons/parts/AmmoCarrier,
	}
	model PistolBrassWorld
	{
	    mesh = WorldItems/PistolBrassWorld,
	    texture = weapons/parts/AmmoCarrier,
	}
	model RevolverBrassWorld
	{
		mesh = WorldItems/RevolverBrassWorld,
		texture = weapons/parts/AmmoCarrier,
	}
	model RifleBrassLongWorld
	{
	    mesh = WorldItems/RifleBrassLongWorld,
	    texture = weapons/parts/AmmoCarrier,
	}
	model RifleBrassShortWorld
	{
	    mesh = WorldItems/RifleBrassShort,
	    texture = weapons/parts/AmmoCarrier,
	}
	model ShotgunHullWorld
	{
	    mesh = WorldItems/ShotgunHullWorld,
	    texture = weapons/parts/AmmoCarrier,
	}
	model SlugHullWorld
	{
	    mesh = WorldItems/ShotgunHullWorld,
	    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,

		attachment world
		{
			offset = -0.0309 0.0810 -0.0004,
			rotate = -89.5630 -0.0029 0.0000,
		}
	}
	model 45TwoStageSilencer
	{
	    mesh = weapons/parts/45TwoStageSilencer,
	    texture = weapons/parts/Silencers,

		attachment world
		{
			offset = -0.0309 0.0810 -0.0004,
			rotate = -89.5630 -0.0029 0.0000,
		}
	}
	model 556RifleCan
	{
	    mesh = weapons/parts/556RifleCan,
	    texture = weapons/parts/Silencers,

		attachment world
		{
			offset = -0.0309 0.0810 -0.0004,
			rotate = -89.5630 -0.0029 0.0000,
		}
	}
	model 556ReflexCan
	{
		mesh = weapons/parts/556ReflexCan,
		texture = weapons/parts/ARTube,

		attachment world
		{
			offset = -0.0309 0.0810 -0.0004,
			rotate = -89.5630 -0.0029 0.0000,
		}
	}
	model 556SilencerCollar
	{
	    mesh = weapons/parts/556SilencerCollar,
	    texture = weapons/parts/ARTube,
	}
	model 30RifleCan
	{
		mesh = weapons/parts/30RifleCan,
		texture = weapons/parts/Silencers,

		attachment world
		{
			offset = -0.0004 0.0935 -0.0294,
			rotate = -90.2651 -89.6423 179.9986,
		}
	}
	model 22SilencerCan
	{
	    mesh = weapons/parts/22SilencerCan,
	    texture = weapons/parts/Silencers,

		attachment world
		{
			offset = -0.0004 0.0935 -0.0294,
			rotate = -90.2651 -89.6423 179.9986,
		}
	}
	model DIYLargePistolCan
	{
	    mesh = weapons/parts/DIYLargePistolCan,
	    texture = weapons/parts/Silencers,

		attachment world
		{
			offset = -0.0004 0.0935 -0.0294,
			rotate = -90.2651 -89.6423 179.9986,
		}
	}
	model DIY556RifleCan
	{
	    mesh = weapons/parts/DIY556RifleCan,
	    texture = weapons/parts/Silencers,

		attachment world
		{
			offset = -0.0004 0.0935 -0.0294,
			rotate = -90.2651 -89.6423 179.9986,
		}
	}
	model DIY30RifleCan
	{
	    mesh = weapons/parts/DIY30RifleCan,
	    texture = weapons/parts/Silencers,

		attachment world
		{
			offset = -0.0004 0.0935 -0.0294,
			rotate = -90.2651 -89.6423 179.9986,
		}
	}
	model DIY22SilencerCan
	{
	    mesh = weapons/parts/DIY22SilencerCan,
	    texture = weapons/parts/Silencers,

		attachment world
		{
			offset = -0.0004 0.0935 -0.0294,
			rotate = -90.2651 -89.6423 179.9986,
		}
	}
	model DIY12gaSilencer
	{
	    mesh = weapons/parts/12gaSilencer,
	    texture = weapons/parts/Silencers,

		attachment world
		{
			offset = -0.0004 0.0935 -0.0294,
			rotate = -90.2651 -89.6423 179.9986,
		}
	}
	model OilFilter
	{
	    mesh = WorldItems/OilFilter,
	    texture = weapons/parts/OilFilter,

		attachment world
		{
			offset = -0.0004 0.0935 -0.0294,
			rotate = -90.2651 -89.6423 179.9986,
		}
	}
	model OilFilterSilencer
	{
	    mesh = weapons/parts/OilFilterSilencer,
	    texture = weapons/parts/OilFilter,

		attachment world
		{
			offset = -0.0004 0.0935 -0.0294,
			rotate = -90.2651 -89.6423 179.9986,
		}
	}
	model OilFilterSilencerUsed
	{
	    mesh = WorldItems/OilFilterUsed,
	    texture = weapons/parts/OilFilter,

		attachment world
		{
			offset = -0.0004 0.0935 -0.0294,
			rotate = -90.2651 -89.6423 179.9986,
		}
	}
	model LargeOilFilter
	{
	    mesh = WorldItems/LargeOilFilterWorld,
	    texture = weapons/parts/OilFilter,

		attachment world
		{
			offset = -0.0004 0.0935 -0.0294,
			rotate = -90.2651 -89.6423 179.9986,
		}
	}
	model LargeOilFilterSilencer
	{
	    mesh = weapons/parts/LargeOilFilterSilencer,
	    texture = weapons/parts/OilFilter,

		attachment world
		{
			offset = -0.0004 0.0935 -0.0294,
			rotate = -90.2651 -89.6423 179.9986,
		}
	}
	model LargeOilFilterSilencerUsed
	{
	    mesh = WorldItems/LargeOilFilterUsed,
	    texture = weapons/parts/OilFilter,

		attachment world
		{
			offset = -0.0004 0.0935 -0.0294,
			rotate = -90.2651 -89.6423 179.9986,
		}
	}
	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,
    }
	model LaserProd
	{
	    mesh = weapons/parts/LaserProd,
	    texture = weapons/parts/LaserProd,
        scale = 0.9,
	}
	model LaserProd_On
	{
	    mesh = weapons/parts/LaserProd_On,
	    texture = weapons/parts/LaserProd,
        scale = 0.9,
	}
	model LS45Laser
	{
	    mesh = weapons/parts/LS45Laser,
	    texture = weapons/parts/LS45Laser,
	}
	model LS45Laser_On
	{
	    mesh = weapons/parts/LS45Laser_On,
	    texture = weapons/parts/LS45Laser,
	}
}
