module Base
{
    model Shotgun
    {
        mesh = Weapons/Firearm/Shotgun,
        texture = weapons/firearm/Shotgun,
        
        attachment muzzle
        {
            offset = 0.0000 0.4638 0.0255,
            rotate = -90.0000 0.0000 -180.0000,
        }
        
        attachment scope
        {
            offset = 0.0000 0.0741 0.0555,
            rotate = 0.0000 0.0000 0.0000,
        }
        
        attachment world
        {
            offset = -0.0250 -0.0000 -0.0000,
            rotate = -180.0000 0.0000 0.0000,
        }
        
        attachment choketube
        {
            offset = 0.0000 0.4640 0.0255,
            rotate = 0.0000 0.0000 0.0000,
        }
        
        attachment shellholder
        {
            offset = 0.0000 0.0000 0.0230,
            rotate = 0.0000 0.0000 0.0000,
        }
    }
    model ShotgunFGS
    {
        mesh = Weapons/Firearm/Shotgun,
        texture = weapons/firearm/Shotgunfiberglass_texture,
        
        attachment muzzle
        {
            offset = 0.0000 0.4638 0.0255,
            rotate = -90.0000 0.0000 -180.0000,
        }
        
        attachment scope
        {
            offset = 0.0000 0.0741 0.0555,
            rotate = 0.0000 0.0000 0.0000,
        }
        
        attachment world
        {
            offset = -0.0250 -0.0000 -0.0000,
            rotate = -180.0000 0.0000 0.0000,
        }
        
        attachment choketube
        {
            offset = 0.0000 0.4640 0.0255,
            rotate = 0.0000 0.0000 0.0000,
        }
        
        attachment shellholder
        {
            offset = 0.0000 0.0000 0.0230,
            rotate = 0.0000 0.0000 0.0000,
        }
    }
    model Shotgun2
    {
        mesh = Weapons/Firearm/Shotgun2,
        texture = weapons/firearm/Shotgun,
        
        attachment muzzle
        {
            offset = 0.0000 0.4638 0.0255,
            rotate = -90.0000 0.0000 -180.0000,
        }
        
        attachment world
        {
            offset = -0.0250 -0.0000 -0.0000,
            rotate = -180.0000 0.0000 0.0000,
        }
        
        attachment choketube
        {
            offset = 0.0000 0.4632 0.0255,
            rotate = 0.0000 0.0000 0.0000,
        }
        
        attachment shellholder
        {
            offset = 0.0000 0.0000 0.0230,
            rotate = 0.0000 0.0000 0.0000,
        }
    }
    model Shotgun2FGS
    {
        mesh = Weapons/Firearm/Shotgun2,
        texture = weapons/firearm/Shotgunfiberglass_texture,
        
        attachment muzzle
        {
            offset = 0.0000 0.4638 0.0255,
            rotate = -90.0000 0.0000 -180.0000,
        }
        
        attachment world
        {
            offset = -0.0250 -0.0000 -0.0000,
            rotate = -180.0000 0.0000 0.0000,
        }
        
        attachment choketube
        {
            offset = 0.0000 0.4632 0.0255,
            rotate = 0.0000 0.0000 0.0000,
        }
        
        attachment shellholder
        {
            offset = 0.0000 0.0000 0.0230,
            rotate = 0.0000 0.0000 0.0000,
        }
    }
    model Shotgun2M9
    {
        mesh = Weapons/Firearm/Shotgun2M9,
        texture = weapons/firearm/Shotgun,
        
        attachment muzzle
        {
            offset = 0.0000 -0.4850 0.0255,
            rotate = 90.0000 0.0000 -180.0000,
        }
        
        attachment world
        {
            offset = -0.0250 -0.0000 -0.0000,
            rotate = -180.0000 0.0000 0.0000,
        }
        
        attachment choketube
        {
            offset = 0.0000 -0.4930 0.0255,
            rotate = 0.0000 0.0000 0.0000,
        }
        
        attachment shellholder
        {
            offset = 0.0000 0.0000 0.0230,
            rotate = 0.0000 0.0000 0.0000,
        }
    }
    model Shotgun2M9FGS
    {
        mesh = Weapons/Firearm/Shotgun2M9,
        texture = weapons/firearm/Shotgunfiberglass_texture,
        
        attachment muzzle
        {
            offset = 0.0000 -0.4850 0.0255,
            rotate = 90.0000 0.0000 -180.0000,
        }
        
        attachment world
        {
            offset = -0.0250 -0.0000 -0.0000,
            rotate = -180.0000 0.0000 0.0000,
        }
        
        attachment choketube
        {
            offset = 0.0000 -0.4930 0.0255,
            rotate = 0.0000 0.0000 0.0000,
        }
        
        attachment shellholder
        {
            offset = 0.0000 0.0000 0.0230,
            rotate = 0.0000 0.0000 0.0000,
        }
    }
    model ShotgunSemi
    {
        mesh = Weapons/Firearm/ShotgunSemi,
        texture = weapons/firearm/ShotgunSemi,
        
        attachment muzzle
        {
            offset = 0.0000 0.4638 0.0255,
            rotate = -90.0000 0.0000 -180.0000,
        }
        
        attachment scope
        {
            offset = 0.0000 0.0741 0.0555,
            rotate = 0.0000 0.0000 0.0000,
        }
        
        attachment world
        {
            offset = -0.0250 -0.0000 -0.0000,
            rotate = -180.0000 0.0000 0.0000,
        }
        
        attachment choketube
        {
            offset = 0.0000 0.4632 0.0255,
            rotate = 0.0000 0.0000 0.0000,
        }
        
        attachment shellholder
        {
            offset = 0.0000 0.0000 0.0230,
            rotate = 0.0000 0.0000 0.0000,
        }
    }
    model ShotgunSemiFGS
    {
        mesh = Weapons/Firearm/ShotgunSemi,
        texture = weapons/firearm/ShotgunSemifiberglass_texture,
        
        attachment muzzle
        {
            offset = 0.0000 0.4638 0.0255,
            rotate = -90.0000 0.0000 -180.0000,
        }
        
        attachment scope
        {
            offset = 0.0000 0.0741 0.0555,
            rotate = 0.0000 0.0000 0.0000,
        }
        
        attachment world
        {
            offset = -0.0250 -0.0000 -0.0000,
            rotate = -180.0000 0.0000 0.0000,
        }
        
        attachment choketube
        {
            offset = 0.0000 0.4632 0.0255,
            rotate = 0.0000 0.0000 0.0000,
        }
        
        attachment shellholder
        {
            offset = 0.0000 0.0000 0.0230,
            rotate = 0.0000 0.0000 0.0000,
        }
    }
    model ShotgunSemi2
    {
        mesh = Weapons/Firearm/ShotgunSemi2,
        texture = weapons/firearm/ShotgunSemi,
        
        attachment muzzle
        {
            offset = 0.0000 0.4638 0.0255,
            rotate = -90.0000 0.0000 -180.0000,
        }
        
        attachment scope
        {
            offset = 0.0000 0.0741 0.0555,
            rotate = 0.0000 0.0000 0.0000,
        }
        
        attachment world
        {
            offset = -0.0250 -0.0000 -0.0000,
            rotate = -180.0000 0.0000 0.0000,
        }
        
        attachment choketube
        {
            offset = 0.0000 0.4632 0.0255,
            rotate = 0.0000 0.0000 0.0000,
        }
        
        attachment shellholder
        {
            offset = 0.0000 0.0000 0.0230,
            rotate = 0.0000 0.0000 0.0000,
        }
    }
    model ShotgunSemi2FGS
    {
        mesh = Weapons/Firearm/ShotgunSemi2,
        texture = weapons/firearm/ShotgunSemifiberglass_texture,
        
        attachment muzzle
        {
            offset = 0.0000 0.4638 0.0255,
            rotate = -90.0000 0.0000 -180.0000,
        }
        
        attachment scope
        {
            offset = 0.0000 0.0741 0.0555,
            rotate = 0.0000 0.0000 0.0000,
        }
        
        attachment world
        {
            offset = -0.0250 -0.0000 -0.0000,
            rotate = -180.0000 0.0000 0.0000,
        }
        
        attachment choketube
        {
            offset = 0.0000 0.4632 0.0255,
            rotate = 0.0000 0.0000 0.0000,
        }
        
        attachment shellholder
        {
            offset = 0.0000 0.0000 0.0230,
            rotate = 0.0000 0.0000 0.0000,
        }
    }
    model ShotgunSawnOff
    {
        mesh = Weapons/Firearm/ShotgunSawnOff,
        texture = weapons/firearm/Shotgun,
        
        attachment muzzle
        {
            offset = 0.0000 0.3141 0.0255,
            rotate = -90.0000 0.0000 -180.0000,
        }
        
        attachment shellholder
        {
            offset = 0.0000 0.0000 0.0230,
            rotate = 0.0000 0.0000 0.0000,
        }
        
        attachment world
        {
            offset = -0.0250 -0.0000 -0.0000,
            rotate = -180.0000 0.0000 0.0000,
        }
    }
    model ShotgunSawnOffFGS
    {
        mesh = Weapons/Firearm/ShotgunSawnOff,
        texture = weapons/firearm/Shotgunfiberglass_texture,
        
        attachment muzzle
        {
            offset = 0.0000 0.3141 0.0255,
            rotate = -90.0000 0.0000 -180.0000,
        }
        
        attachment shellholder
        {
            offset = 0.0000 0.0000 0.0230,
            rotate = 0.0000 0.0000 0.0000,
        }
        
        attachment world
        {
            offset = -0.0250 -0.0000 -0.0000,
            rotate = -180.0000 0.0000 0.0000,
        }
    }
    model ShotgunSawnoffNoStock
    {
        mesh = Weapons/firearm/ShotgunSawnoff2,
        texture = Weapons/firearm/Shotgun,
        
        attachment muzzle
        {
            offset = 0.0000 0.3141 0.0255,
            rotate = -90.0000 0.0000 -180.0000,
        }
        
        attachment shellholder
        {
            offset = 0.0000 0.0000 0.0230,
            rotate = 0.0000 0.0000 0.0000,
        }
        
        attachment world
        {
            offset = -0.0250 -0.0000 -0.0000,
            rotate = -180.0000 0.0000 0.0000,
        }
    }
    model DoubleBarrelShotgun
    {
        mesh = Weapons/Firearm/ShotgunDoubleBarrel,
        texture = Weapons/Firearm/ShotgunDoubleBarrel,
        
        attachment muzzle
        {
            offset = 0.0090 0.5660 0.0240,
            rotate = -90.0000 0.0000 180.0000,
        }
        
        attachment world
        {
            offset = -0.0250 -0.0000 -0.0000,
            rotate = -180.0000 0.0000 0.0000,
        }
        
        attachment bulletloops
        {
            offset = 0.0041 -0.0112 -0.0130,
            rotate = 3.0000 0.0000 0.0000,
        }
    }
    model DoubleBarrelShotgun_OPEN
    {
        mesh = Weapons/Firearm/ShotgunDoubleBarrel_OPEN,
        texture = Weapons/Firearm/ShotgunDoubleBarrel_OPEN,
        
        attachment sling
        {
            offset = 0.0000 -0.0028 -0.0644,
            rotate = -23.0000 0.0000 0.0000,
        }
        
        attachment bulletloops
        {
            offset = 0.0041 -0.0112 -0.0130,
            rotate = 3.0000 0.0000 0.0000,
        }
        
    }
    model DoubleBarrelShotgunFGS
    {
        mesh = Weapons/Firearm/ShotgunDoubleBarrel,
        texture = Weapons/Firearm/ShotgunDoubleBarrel_fiberglass,
        
        attachment muzzle
        {
            offset = 0.0090 0.5660 0.0240,
            rotate = -90.0000 0.0000 180.0000,
        }
        
        attachment world
        {
            offset = -0.0250 -0.0000 -0.0000,
            rotate = -180.0000 0.0000 0.0000,
        }
        
        attachment bulletloops
        {
            offset = 0.0041 -0.0112 -0.0130,
            rotate = 3.0000 0.0000 0.0000,
        }
    }
    model DoubleBarrelShotgunFGS_OPEN
    {
        mesh = Weapons/Firearm/ShotgunDoubleBarrel_OPEN,
        texture = Weapons/Firearm/ShotgunDoubleBarrel_fiberglass,
        
        attachment sling
        {
            offset = 0.0000 -0.0028 -0.0644,
            rotate = -23.0000 0.0000 0.0000,
        }
        
        attachment bulletloops
        {
            offset = 0.0041 -0.0112 -0.0130,
            rotate = 3.0000 0.0000 0.0000,
        }
    }
    model ShotgunDoubleBarrelSawn
    {
        mesh = Weapons/Firearm/ShotgunDoubleBarrelSawn,
        texture = Weapons/Firearm/ShotgunDoubleBarrel,
        
        attachment muzzle
        {
            offset = 0.0090 0.3400 0.0240,
            rotate = -90.0000 0.0000 180.0000,
        }
        
        attachment world
        {
            offset = -0.0250 -0.0000 -0.0000,
            rotate = -180.0000 0.0000 0.0000,
        }
        
        attachment bulletloops
        {
            offset = 0.0041 -0.0112 -0.0130,
            rotate = 3.0000 0.0000 0.0000,
        }
    }
    model ShotgunDoubleBarrelSawn_OPEN
    {
        mesh = Weapons/Firearm/ShotgunDoubleBarrelSawn_OPEN,
        texture = Weapons/Firearm/ShotgunDoubleBarrel,
        
        attachment bulletloops
        {
            offset = 0.0041 -0.0112 -0.0130,
            rotate = 3.0000 0.0000 0.0000,
        }
    }
    model ShotgunDoubleBarrelSawnFGS
    {
        mesh = Weapons/Firearm/ShotgunDoubleBarrelSawn,
        texture = Weapons/Firearm/ShotgunDoubleBarrel_fiberglass,
        
        attachment muzzle
        {
            offset = 0.0090 0.3400 0.0240,
            rotate = -90.0000 0.0000 180.0000,
        }
        
        attachment world
        {
            offset = -0.0250 -0.0000 -0.0000,
            rotate = -180.0000 0.0000 0.0000,
        }
        
        attachment bulletloops
        {
            offset = 0.0041 -0.0112 -0.0130,
            rotate = 3.0000 0.0000 0.0000,
        }
    }
    model ShotgunDoubleBarrelSawnFGS_OPEN
    {
        mesh = Weapons/Firearm/ShotgunDoubleBarrelSawn_OPEN,
        texture = Weapons/Firearm/ShotgunDoubleBarrel_fiberglass,
        
        attachment bulletloops
        {
            offset = 0.0041 -0.0112 -0.0130,
            rotate = 3.0000 0.0000 0.0000,
        }
    }
    model ShotgunDoubleBarrelSawnNoStock
    {
        mesh = Weapons/Firearm/ShotgunDoubleBarrelSawn2,
        texture = Weapons/Firearm/ShotgunDoubleBarrel,
        
        attachment muzzle
        {
            offset = 0.0090 0.3400 0.0240,
            rotate = -90.0000 0.0000 180.0000,
        }
        
        attachment world
        {
            offset = -0.0250 -0.0000 -0.0000,
            rotate = -180.0000 0.0000 0.0000,
        }
    }
    model ShotgunDoubleBarrelSawnNoStock_OPEN
    {
        mesh = Weapons/Firearm/ShotgunDoubleBarrelSawn2_OPEN,
        texture = Weapons/Firearm/ShotgunDoubleBarrel,
    }
    model Spas12
    {
        mesh = Weapons/Firearm/Spas12Unfolded_Model,
        texture = Weapons/Firearm/Spas12_Texture,
        
        attachment muzzle
        {
            offset = 0.0000 0.4800 0.0210,
            rotate = -90.0000 0.0000 180.0000,
        }
        
        attachment world
        {
            offset = -0.0250 -0.0000 -0.0000,
            rotate = -180.0000 0.0000 0.0000,
        }
        
        attachment choketube
        {
            offset = 0.0000 0.4700 0.0210,
            rotate = -180.0000 0.0000 -180.0000,
        }
        
        attachment laser
        {
            offset = 0.0000 0.3640 -0.0067,
            rotate = 180.0000 0.0000 180.0000,
        }
        
        attachment shellholder
        {
            offset = 0.0000 0.0000 0.0230,
            rotate = 0.0000 0.0000 0.0000,
        }
    }
    model Spas12Folded
    {
        mesh = Weapons/Firearm/Spas12Folded_Model,
        texture = Weapons/Firearm/Spas12_Texture,
        
        attachment muzzle
        {
            offset = 0.0000 0.4800 0.0210,
            rotate = -90.0000 0.0000 180.0000,
        }
        
        attachment world
        {
            offset = -0.0250 -0.0000 -0.0000,
            rotate = -180.0000 0.0000 0.0000,
        }
        
        attachment choketube
        {
            offset = 0.0000 0.4700 0.0210,
            rotate = -180.0000 0.0000 -180.0000,
        }
        
        attachment laser
        {
            offset = 0.0000 0.3640 -0.0067,
            rotate = 180.0000 0.0000 180.0000,
        }
        
        attachment shellholder
        {
            offset = 0.0000 0.0000 0.0230,
            rotate = 0.0000 0.0000 0.0000,
        }
    }
    model ShotgunSilent
    {
        mesh = Weapons/Firearm/ShotgunSilent,
        texture = weapons/firearm/ShotgunSilent,
        
        attachment muzzle
        {
            offset = 0.0000 0.4320 0.0255,
            rotate = -90.0000 0.0000 -180.0000,
        }
        
        attachment world
        {
            offset = -0.0250 -0.0000 -0.0000,
            rotate = -180.0000 0.0000 0.0000,
        }
        
        attachment choketube
        {
            offset = 0.0000 0.4930 0.0320,
            rotate = 180.0000 0.0000 -180.0000,
        }
        
        attachment shellholder
        {
            offset = 0.0000 0.0000 0.0230,
            rotate = 0.0000 0.0000 0.0000,
        }
    }
}
