module Base
{
	model ScrapSword
	{
		mesh = weapons/2handed/ScrapSword,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model ScrapMachete
	{
		mesh = weapons/1handed/ScrapMachete,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model ScrapPickaxe
	{
		mesh = weapons/1handed/ScrapPickaxe,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model BigScrapPickaxe
	{
		mesh = weapons/2handed/BigScrapPickaxe,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model ScrapShiv
	{
		mesh = weapons/1handed/ScrapShiv,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model SpearScrapShiv
	{
		mesh = weapons/2handed/SpearScrapShiv,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model SpearScrapMachete
	{
		mesh = weapons/2handed/SpearScrapMachete,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model PipewithScissors
	{
		mesh = weapons/1handed/PipewithScissors,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model BoltBat
	{
		mesh = weapons/2handed/BoltBat,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model ChainBat
	{
		mesh = weapons/2handed/ChainBat,
		scale = 0.012,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model TireIronAxe
	{
		mesh = weapons/1handed/TireIronAxe,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model SalvagedPipe
	{
		mesh = weapons/2handed/SalvagedPipe,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model SalvagedCrowbar
	{
		mesh = weapons/1handed/SalvagedCrowbar,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model TinCanClub
	{
		mesh = weapons/2handed/TinCanClub,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model SharpenedStopSign
	{
		mesh = weapons/2handed/SharpenedStopSign,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}	}
	model SalvagedSledgehammer
	{
		mesh = weapons/2handed/SalvagedSledgehammer,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model GearMace
	{
		mesh = weapons/2handed/GearMace,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model SalvagedMachete
	{
		mesh = weapons/1handed/SalvagedMachete,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model WireBat
	{
		mesh = weapons/2handed/WireBat,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model 2x4
	{
		mesh = weapons/2handed/2x4,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model 2x4Can
	{
		mesh = weapons/2handed/2x4Can,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model 2x4Nail
	{
		mesh = weapons/2handed/2x4Nail,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model 2x4Scissors
	{
		mesh = weapons/2handed/2x4Scissors,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model 2x4Bolt
	{
		mesh = weapons/2handed/2x4Bolt,

		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model ScrapBlade
	{
		mesh = weapons/2handed/ScrapBlade,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model SharpenedScrewdriver
	{
		mesh = weapons/1handed/SharpenedScrewdriver,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model SpearSharpenedScrewdriver
	{
		mesh = weapons/2handed/SpearSharpenedScrewdriver,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model 2x4Screwdriver
	{
		mesh = weapons/2handed/2x4Screwdriver,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model 2x4SScrewdriver
	{
		mesh = weapons/2handed/2x4SScrewdriver,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model SpearSalvaged
	{
		mesh = weapons/2handed/SpearSalvaged,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model ScrapSpear
	{
		mesh = weapons/2handed/ScrapSpear,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model SalvagedShiv
	{
		mesh = weapons/1handed/SalvagedShiv,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model HugeScrapPickaxe
	{
		mesh = weapons/2handed/HugeScrapPickaxe,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model SalvagedPipeWrench
	{
		mesh = weapons/1handed/SalvagedPipeWrench,

		attachment world
		{
			offset = 0.0000 0.1500 0.1500,
			rotate = 0.0000 -90.0000 0.0000,
		}
	}
	model SalvagedNightstick
	{
		mesh = weapons/1handed/SalvagedNightstick,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model GlassShiv
	{
		mesh = weapons/1handed/GlassShiv,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model SalvagedClimbingAxe
	{
		mesh = weapons/1handed/SalvagedClimbingAxe,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model SalvagedBlade
	{
		mesh = weapons/2handed/SalvagedBlade,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model SalvagedCleaver
	{
		mesh = weapons/2handed/SalvagedCleaver,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model Micromaul
	{
		mesh = weapons/2handed/Micromaul,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model ScrapClub
	{
		mesh = weapons/1handed/ScrapClub,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}
	model SalvagedClub
	{
		mesh = weapons/1handed/SalvagedClub,
		attachment world
		{
		    offset = 0.0000 0.1500 0.1500,
		   rotate = 0.0000 0.0000 0.0000,
		}
	}

}
