module Base
{
	model AK47Unfolded
    {
        mesh = Weapons/firearm/AK47Unfolded,
		texture = Weapons/firearm/ak47_folding_texture,
		
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 180.0000 0.0000,
		}
		attachment muzzle
		{
			offset = 0.0004 0.4100 0.0092,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment scope
		{
			offset = 0.0004 0.0316 0.0500,
			rotate = 0.0000 0.0000 0.0000,
		}		
    }
	model AK47Unfolded_NoMag
    {
        mesh = Weapons/firearm/AK47UnfoldedNoMag,
		texture = Weapons/firearm/ak47_folding_texture,
		
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 180.0000 0.0000,
		}
		attachment muzzle
		{
			offset = 0.0004 0.4100 0.0092,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment scope
		{
			offset = 0.0004 0.0316 0.0500,
			rotate = 0.0000 0.0000 0.0000,
		}		
    }
	model AK47Folded
    {
        mesh = Weapons/firearm/AK47Folded,
		texture = Weapons/firearm/ak47_folding_texture,
		
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 180.0000 0.0000,
		}
		attachment muzzle
		{
			offset = 0.0000 0.4100 0.0092,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment scope
		{
			offset = 0.0004 0.0316 0.0500,
			rotate = 0.0000 0.0000 0.0000,
		}
    }
	model AK47Folded_NoMag
    {
        mesh = Weapons/firearm/AK47FoldedNoMag,
		texture = Weapons/firearm/ak47_folding_texture,
		
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 180.0000 0.0000,
		}
		attachment muzzle
		{
			offset = 0.0000 0.4100 0.0092,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment scope
		{
			offset = 0.0004 0.0316 0.0500,
			rotate = 0.0000 0.0000 0.0000,
		}
    }
	model AK47Solid
    {
        mesh = Weapons/firearm/AK47Solid,
		texture = Weapons/firearm/ak47_solid_texture,
		
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 180.0000 0.0000,
		}
		attachment muzzle
		{
			offset = 0.0000 0.4100 0.0092,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment scope
		{
			offset = 0.0004 0.0316 0.0500,
			rotate = 0.0000 0.0000 0.0000,
		}
    }
	model AK47Solid_NoMag
    {
        mesh = Weapons/firearm/AK47SolidNoMag,
		texture = Weapons/firearm/ak47_solid_texture,
		
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 180.0000 0.0000,
		}
		attachment muzzle
		{
			offset = 0.0000 0.4100 0.0092,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment scope
		{
			offset = 0.0004 0.0316 0.0500,
			rotate = 0.0000 0.0000 0.0000,
		}
    }
	model AK47SolidFGS
    {
        mesh = Weapons/firearm/AK47Solid,
		texture = Weapons/firearm/ak47_solid_fiberglass_texture,
		
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 180.0000 0.0000,
		}
		attachment muzzle
		{
			offset = 0.0000 0.4100 0.0092,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment scope
		{
			offset = 0.0004 0.0316 0.0500,
			rotate = 0.0000 0.0000 0.0000,
		}
    }
	model AK47SolidFGS_NoMag
    {
        mesh = Weapons/firearm/AK47SolidNoMag,
		texture = Weapons/firearm/ak47_solid_fiberglass_texture,
		
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 180.0000 0.0000,
		}
		attachment muzzle
		{
			offset = 0.0000 0.4100 0.0092,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment scope
		{
			offset = 0.0004 0.0316 0.0500,
			rotate = 0.0000 0.0000 0.0000,
		}
    }
	model MAK90
    {
        mesh = Weapons/firearm/MAK90,
		texture = Weapons/firearm/ak47_solid2_texture,
		
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 180.0000 0.0000,
		}
		attachment muzzle
		{
			offset = 0.0000 0.4100 0.0092,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment scope
		{
			offset = 0.0004 0.0316 0.0500,
			rotate = 0.0000 0.0000 0.0000,
		}
    }
	model MAK90_NoMag
    {
        mesh = Weapons/firearm/MAK90NoMag,
		texture = Weapons/firearm/ak47_solid2_texture,
		
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 180.0000 0.0000,
		}
		attachment muzzle
		{
			offset = 0.0000 0.4100 0.0092,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment scope
		{
			offset = 0.0004 0.0316 0.0500,
			rotate = 0.0000 0.0000 0.0000,
		}
    }
	model MAK90FGS
    {
        mesh = Weapons/firearm/MAK90,
		texture = Weapons/firearm/ak47_solid_fiberglass_texture,
		
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 180.0000 0.0000,
		}
		attachment muzzle
		{
			offset = 0.0000 0.4100 0.0092,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment scope
		{
			offset = 0.0004 0.0316 0.0500,
			rotate = 0.0000 0.0000 0.0000,
		}
    }
	model MAK90FGS_NoMag
    {
        mesh = Weapons/firearm/MAK90NoMag,
		texture = Weapons/firearm/ak47_solid_fiberglass_texture,
		
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 180.0000 0.0000,
		}
		attachment muzzle
		{
			offset = 0.0000 0.4100 0.0092,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment scope
		{
			offset = 0.0004 0.0316 0.0500,
			rotate = 0.0000 0.0000 0.0000,
		}
    }
	
	model SKS
    {
        mesh = Weapons/firearm/sks_model,
		texture = Weapons/firearm/sks_texture,

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

		attachment muzzle
		{
			offset = 0.0120 0.5000 0.0150,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0120 0.0597 0.0456,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0120 -0.1770 -0.0360,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment bulletloops
		{
			offset = 0.0082 -0.0313 -0.0145,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment bipod
		{
			offset = 0.0120 0.2850 -0.0030,
			rotate = -90.0000 180.0000 -180.0000,
		}
    }
	model SKSFGS
    {
        mesh = Weapons/firearm/sks_model,
		texture = Weapons/firearm/sks_fiberglass_texture,
		

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

		attachment muzzle
		{
			offset = 0.0120 0.5000 0.0150,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0120 0.0597 0.0456,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment recoilpad
		{
			offset = 0.0120 -0.1770 -0.0360,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment bulletloops
		{
			offset = 0.0082 -0.0313 -0.0145,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment bipod
		{
			offset = 0.0120 0.2850 -0.0030,
			rotate = -90.0000 180.0000 -180.0000,
		}
    }
	model SKSBP
    {
        mesh = Weapons/firearm/sks_model,
		texture = Weapons/firearm/sks_texture,

		attachment world
		{
			offset = 0.0000 0.1500 0.0000,
			rotate = 0.0000 -90.0000 6.0000,
		}

		attachment muzzle
		{
			offset = 0.0120 0.5000 0.0150,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0120 0.0597 0.0456,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0120 -0.1770 -0.0360,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment bulletloops
		{
			offset = 0.0082 -0.0313 -0.0145,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment bipod
		{
			offset = 0.0120 0.2850 -0.0030,
			rotate = -90.0000 180.0000 -180.0000,
		}
    }
	model SKSFGSBP
    {
        mesh = Weapons/firearm/sks_model,
		texture = Weapons/firearm/sks_fiberglass_texture,
		

		attachment world
		{
			offset = 0.0000 0.1500 0.0000,
			rotate = 0.0000 -90.0000 6.0000,
		}

		attachment muzzle
		{
			offset = 0.0120 0.5000 0.0150,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0120 0.0597 0.0456,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment recoilpad
		{
			offset = 0.0120 -0.1770 -0.0360,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment bulletloops
		{
			offset = 0.0082 -0.0313 -0.0145,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment bipod
		{
			offset = 0.0120 0.2850 -0.0030,
			rotate = -90.0000 180.0000 -180.0000,
		}
    }
	model SKSSpiker
    {
        mesh = Weapons/firearm/sksspiker_model,
		texture = Weapons/firearm/sks_texture,
		

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

		attachment muzzle
		{
			offset = 0.0120 0.5000 0.0150,
			rotate = -90.0000 0.0000 0.0000,
		}
		
		attachment scope
		{
			offset = 0.0120 0.0597 0.0456,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0120 -0.1770 -0.0360,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment bulletloops
		{
			offset = 0.0082 -0.0313 -0.0145,
			rotate = 0.0000 0.0000 0.0000,
		}
    }
	model SKSSpikerBayonet
    {
        mesh = Weapons/firearm/sksspikerbayonet_model,
		texture = Weapons/firearm/sks_texture,
		

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

		attachment muzzle
		{
			offset = 0.0120 0.5000 0.0150,
			rotate = -90.0000 0.0000 0.0000,
		}
		
		attachment scope
		{
			offset = 0.0120 0.0597 0.0456,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0120 -0.1770 -0.0360,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment bulletloops
		{
			offset = 0.0082 -0.0313 -0.0145,
			rotate = 0.0000 0.0000 0.0000,
		}
    }
	model M14
	{
		mesh = Weapons/Firearm/M14,
		texture = weapons/firearm/AssaultRifle02,

		attachment muzzle
		{
			offset = 0.0072 0.5200 0.0130,
			rotate = -90.0000 0.0000 -180.0000,
		}
		attachment world
		{
			offset = 0.0000 0.1800 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
		attachment scope
		{
			offset = 0.0072 0.0617 0.0420,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment laser
		{
			offset = 0.0250 0.270 0.0130,
			rotate = 0.0000 90.0000 0.0000,
		}
		attachment recoilpad
		{
			offset = 0.0072 -0.1696 -0.0530,
			rotate = 4.0000 0.0000 0.0000,
		}
		attachment bipod
		{
			offset = 0.0072 0.2900 -0.0030,
			rotate = -90.0000 180.0000 -180.0000,
		}
	}
	model M14_NoMag
	{
		mesh = Weapons/Firearm/M14NoMag,
		texture = weapons/firearm/AssaultRifle02,

		attachment muzzle
		{
			offset = 0.0072 0.5200 0.0130,
			rotate = -90.0000 0.0000 -180.0000,
		}
		attachment world
		{
			offset = 0.0000 0.1800 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
		attachment scope
		{
			offset = 0.0072 0.0617 0.0420,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment laser
		{
			offset = 0.0250 0.270 0.0130,
			rotate = 0.0000 90.0000 0.0000,
		}
		attachment recoilpad
		{
			offset = 0.0072 -0.1696 -0.0530,
			rotate = 4.0000 0.0000 0.0000,
		}
		attachment bipod
		{
			offset = 0.0072 0.2900 -0.0030,
			rotate = -90.0000 180.0000 -180.0000,
		}
	}
	model M14FGS
	{
		mesh = Weapons/Firearm/M14,
		texture = weapons/firearm/AssaultRifle02_Fiberglass,

		attachment muzzle
		{
			offset = 0.0072 0.5200 0.0130,
			rotate = -90.0000 0.0000 -180.0000,
		}
		attachment world
		{
			offset = 0.0000 0.1800 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
		attachment scope
		{
			offset = 0.0072 0.0617 0.0420,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment laser
		{
			offset = 0.0250 0.270 0.0130,
			rotate = 0.0000 90.0000 0.0000,
		}
		attachment recoilpad
		{
			offset = 0.0072 -0.1696 -0.0530,
			rotate = 4.0000 0.0000 0.0000,
		}
		attachment bipod
		{
			offset = 0.0072 0.2900 -0.0030,
			rotate = -90.0000 180.0000 -180.0000,
		}
	}
	model M14FGS_NoMag
	{
		mesh = Weapons/Firearm/M14NoMag,
		texture = weapons/firearm/AssaultRifle02_Fiberglass,

		attachment muzzle
		{
			offset = 0.0072 0.5200 0.0130,
			rotate = -90.0000 0.0000 -180.0000,
		}
		attachment world
		{
			offset = 0.0000 0.1800 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
		attachment scope
		{
			offset = 0.0072 0.0617 0.0420,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment laser
		{
			offset = 0.0250 0.270 0.0130,
			rotate = 0.0000 90.0000 0.0000,
		}
		attachment recoilpad
		{
			offset = 0.0072 -0.1696 -0.0530,
			rotate = 4.0000 0.0000 0.0000,
		}
		attachment bipod
		{
			offset = 0.0072 0.2900 -0.0030,
			rotate = -90.0000 180.0000 -180.0000,
		}
	}
	model M14BP
	{
		mesh = Weapons/Firearm/M14,
		texture = weapons/firearm/AssaultRifle02,

		attachment muzzle
		{
			offset = 0.0072 0.5200 0.0130,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1800 0.0000,
			rotate = 180.0000 -90.0000 186.0000,
		}
		
		attachment scope
		{
			offset = 0.0072 0.0617 0.0420,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment laser
		{
			offset = 0.0250 0.270 0.0130,
			rotate = 0.0000 90.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0072 -0.1696 -0.0530,
			rotate = 4.0000 0.0000 0.0000,
		}

		attachment bipod
		{
			offset = 0.0072 0.2900 -0.0030,
			rotate = -90.0000 180.0000 -180.0000,
		}
	}
	model M14BP_NoMag
	{
		mesh = Weapons/Firearm/M14NoMag,
		texture = weapons/firearm/AssaultRifle02,

		attachment muzzle
		{
			offset = 0.0072 0.5200 0.0130,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1800 0.0000,
			rotate = 180.0000 -90.0000 186.0000,
		}
		
		attachment scope
		{
			offset = 0.0072 0.0617 0.0420,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment laser
		{
			offset = 0.0250 0.270 0.0130,
			rotate = 0.0000 90.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0072 -0.1696 -0.0530,
			rotate = 4.0000 0.0000 0.0000,
		}

		attachment bipod
		{
			offset = 0.0072 0.2900 -0.0030,
			rotate = -90.0000 180.0000 -180.0000,
		}
	}
	model M14FGSBP
	{
		mesh = Weapons/Firearm/M14,
		texture = weapons/firearm/AssaultRifle02_Fiberglass,

		attachment muzzle
		{
			offset = 0.0072 0.5200 0.0130,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1800 0.0000,
			rotate = 180.0000 -90.0000 186.0000,
		}
		
		attachment scope
		{
			offset = 0.0072 0.0617 0.0420,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment laser
		{
			offset = 0.0250 0.270 0.0130,
			rotate = 0.0000 90.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0072 -0.1696 -0.0530,
			rotate = 4.0000 0.0000 0.0000,
		}

		attachment bipod
		{
			offset = 0.0072 0.2900 -0.0030,
			rotate = -90.0000 180.0000 -180.0000,
		}
	}
	model M14FGSBP_NoMag
	{
		mesh = Weapons/Firearm/M14NoMag,
		texture = weapons/firearm/AssaultRifle02_Fiberglass,

		attachment muzzle
		{
			offset = 0.0072 0.5200 0.0130,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1800 0.0000,
			rotate = 180.0000 -90.0000 186.0000,
		}
		
		attachment scope
		{
			offset = 0.0072 0.0617 0.0420,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment laser
		{
			offset = 0.0250 0.270 0.0130,
			rotate = 0.0000 90.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0072 -0.1696 -0.0530,
			rotate = 4.0000 0.0000 0.0000,
		}

		attachment bipod
		{
			offset = 0.0072 0.2900 -0.0030,
			rotate = -90.0000 180.0000 -180.0000,
		}
	}
	model AssaultRifleM1
	{
		mesh = Weapons/Firearm/M1_model,
		texture = weapons/firearm/AssaultRifle03,

		attachment muzzle
		{
			offset = 0.0072 0.480 0.0130,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1800 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
		
		attachment bulletloops
		{
			offset = 0.0000 0.0000 -0.0220,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model AssaultRifleM1_Open
	{
		mesh = Weapons/Firearm/M1open_model,
		texture = weapons/firearm/AssaultRifle03,

		attachment muzzle
		{
			offset = 0.0072 0.480 0.0130,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1800 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
		
		attachment bulletloops
		{
			offset = 0.0000 0.0000 -0.0200,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model AssaultRifle
	{
		mesh = Weapons/Firearm/AssaultRifle,
		texture = Weapons/Firearm/AssaultRifle,

		attachment muzzle
		{
			offset = 0.0061 0.4700 0.0192,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = 0.0061 0.0412 0.0744,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment reddot
		{
			offset = 0.0061 0.0025 0.0750,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0315 0.2610 0.0188,
			rotate = 180.0000 90.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model AssaultRifle_NoMag
	{
		mesh = Weapons/Firearm/AssaultRifleNoMag,
		texture = Weapons/Firearm/AssaultRifle,

		attachment muzzle
		{
			offset = 0.0061 0.4700 0.0192,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = 0.0061 0.0412 0.0744,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment reddot
		{
			offset = 0.0061 0.0025 0.0750,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0315 0.2610 0.0188,
			rotate = 180.0000 90.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}

	}
	model AssaultRifleM9
	{
		mesh = Weapons/Firearm/AssaultRifleM9,
		texture = Weapons/Firearm/AssaultRifleM9,

		attachment muzzle
		{
			offset = 0.0061 0.4700 0.0192,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = 0.0061 0.0412 0.0744,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment reddot
		{
			offset = 0.0061 0.0025 0.0750,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0315 0.2610 0.0188,
			rotate = 180.0000 90.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}

	}
	
	model AssaultRifleM9_NoMag
	{
		mesh = Weapons/Firearm/AssaultRifleM9NoMag,
		texture = Weapons/Firearm/AssaultRifleM9,

		attachment muzzle
		{
			offset = 0.0061 0.4700 0.0192,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = 0.0061 0.0412 0.0744,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment reddot
		{
			offset = 0.0061 0.0025 0.0750,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0315 0.2610 0.0188,
			rotate = 180.0000 90.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}

	}
	
	model AssaultRifleMasterkey
	{
		mesh = Weapons/Firearm/AssaultRifleMasterkey,
		texture = Weapons/Firearm/AssaultRifleMasterkey,

		attachment muzzle
		{
			offset = 0.0061 0.4700 0.0515,
			rotate = -88.0000 0.0000 -180.0000,
		}
		attachment reddot
		{
			offset = 0.0061 0.0167 0.0900,
			rotate = 2.0000 0.0000 0.0000,
		}
		attachment bulletloops
		{
			offset = 0.0017 -0.0006 0.0325,
			rotate = 2.0000 0.0000 0.0000,
		}
		attachment shellholder
		{
			offset = 0.0000 -0.0153 0.0434,
			rotate = 2.0000 0.0000 180.0000,
		}
		attachment world
		{
			offset = 0.0000 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}

	}
	
	model AssaultRifleMasterkey_NoMag
	{
		mesh = Weapons/Firearm/AssaultRifleMasterkeyNoMag,
		texture = Weapons/Firearm/AssaultRifleMasterkey,

		attachment muzzle
		{
			offset = 0.0061 0.4700 0.0515,
			rotate = -88.0000 0.0000 -180.0000,
		}
		attachment reddot
		{
			offset = 0.0061 0.0167 0.0900,
			rotate = 2.0000 0.0000 0.0000,
		}
		attachment bulletloops
		{
			offset = 0.0017 -0.0006 0.0325,
			rotate = 2.0000 0.0000 0.0000,
		}
		attachment shellholder
		{
			offset = 0.0000 -0.0153 0.0434,
			rotate = 2.0000 0.0000 180.0000,
		}
		attachment world
		{
			offset = 0.0000 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	
	model AssaultRifleMasterkey_Shotgun
	{
		mesh = Weapons/Firearm/AssaultRifleMasterkey,
		texture = Weapons/Firearm/AssaultRifleMasterkey,

		attachment muzzle
		{
			offset = 0.0061 0.4600 0.0234,
			rotate = -88.0000 0.0000 -180.0000,
		}
		attachment reddot
		{
			offset = 0.0061 0.0167 0.0900,
			rotate = 2.0000 0.0000 0.0000,
		}
		attachment bulletloops
		{
			offset = 0.0017 -0.0006 0.0325,
			rotate = 2.0000 0.0000 0.0000,
		}
		attachment shellholder
		{
			offset = 0.0000 -0.0153 0.0434,
			rotate = 2.0000 0.0000 180.0000,
		}
		attachment world
		{
			offset = 0.0000 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	
	model AssaultRifleMasterkey_Shotgun_NoMag
	{
		mesh = Weapons/Firearm/AssaultRifleMasterkeyNoMag,
		texture = Weapons/Firearm/AssaultRifleMasterkey,

		attachment muzzle
		{
			offset = 0.0061 0.4600 0.0234,
			rotate = -88.0000 0.0000 -180.0000,
		}
		attachment reddot
		{
			offset = 0.0061 0.0167 0.0900,
			rotate = 2.0000 0.0000 0.0000,
		}
		attachment bulletloops
		{
			offset = 0.0017 -0.0006 0.0325,
			rotate = 2.0000 0.0000 0.0000,
		}
		attachment shellholder
		{
			offset = 0.0000 -0.0153 0.0434,
			rotate = 2.0000 0.0000 180.0000,
		}
		attachment world
		{
			offset = 0.0000 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	
	model CAR15
	{
		mesh = Weapons/Firearm/CAR15,
		texture = Weapons/Firearm/AssaultRifle,

		attachment muzzle
		{
			offset = 0.0061 0.3700 0.0192,
			rotate = -90.0000 0.0000 -180.0000,
		}
		attachment scope
		{
			offset = 0.0061 0.0412 0.0744,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment reddot
		{
			offset = 0.0061 0.0025 0.0750,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment laser
		{
			offset = 0.0315 0.2070 0.0188,
			rotate = 180.0000 90.0000 180.0000,
		}
		attachment world
		{
			offset = 0.0000 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model CAR15_NoMag
	{
		mesh = Weapons/Firearm/CAR15NoMag,
		texture = Weapons/Firearm/AssaultRifle,

		attachment muzzle
		{
			offset = 0.0061 0.3700 0.0192,
			rotate = -90.0000 0.0000 -180.0000,
		}
		attachment scope
		{
			offset = 0.0061 0.0412 0.0744,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment reddot
		{
			offset = 0.0061 0.0025 0.0750,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment laser
		{
			offset = 0.0315 0.2070 0.0188,
			rotate = 180.0000 90.0000 180.0000,
		}
		attachment world
		{
			offset = 0.0000 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	
	model CAR15Folded
	{
		mesh = Weapons/Firearm/CAR15Folded,
		texture = Weapons/Firearm/AssaultRifle,

		attachment muzzle
		{
			offset = 0.0061 0.3700 0.0192,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = 0.0061 0.0412 0.0744,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment reddot
		{
			offset = 0.0061 0.0025 0.0750,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0315 0.2070 0.0188,
			rotate = 180.0000 90.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model CAR15Folded_NoMag
	{
		mesh = Weapons/Firearm/CAR15FoldedNoMag,
		texture = Weapons/Firearm/AssaultRifle,

		attachment muzzle
		{
			offset = 0.0061 0.3700 0.0192,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = 0.0061 0.0412 0.0744,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment reddot
		{
			offset = 0.0061 0.0025 0.0750,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0315 0.2070 0.0188,
			rotate = 180.0000 90.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model CAR15D
	{
		mesh = Weapons/Firearm/CAR15D,
		texture = Weapons/Firearm/car15d_texture,

		attachment muzzle
		{
			offset = 0.0061 0.4550 0.0192,
			rotate = -90.0000 0.0000 -180.0000,
		}
		attachment scope
		{
			offset = 0.0061 0.0412 0.0744,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment reddot
		{
			offset = 0.0061 0.0025 0.0750,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment laser
		{
			offset = -0.0145 0.2070 0.0188,
			rotate = 180.0000 -90.0000 180.0000,
		}
		attachment world
		{
			offset = 0.0000 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model CAR15D_NoMag
	{
		mesh = Weapons/Firearm/CAR15DNoMag,
		texture = Weapons/Firearm/car15d_texture,

		attachment muzzle
		{
			offset = 0.0061 0.4550 0.0192,
			rotate = -90.0000 0.0000 -180.0000,
		}
		attachment scope
		{
			offset = 0.0061 0.0412 0.0744,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment reddot
		{
			offset = 0.0061 0.0025 0.0750,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment laser
		{
			offset = -0.0145 0.2070 0.0188,
			rotate = 180.0000 -90.0000 180.0000,
		}
		attachment world
		{
			offset = 0.0000 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	
	model CAR15DFolded
	{
		mesh = Weapons/Firearm/CAR15DFolded,
		texture = Weapons/Firearm/car15d_texture,

		attachment muzzle
		{
			offset = 0.0061 0.4550 0.0192,
			rotate = -90.0000 0.0000 -180.0000,
		}
		attachment scope
		{
			offset = 0.0061 0.0412 0.0744,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment reddot
		{
			offset = 0.0061 0.0025 0.0750,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment laser
		{
			offset = -0.0145 0.2070 0.0188,
			rotate = 180.0000 -90.0000 180.0000,
		}
		attachment world
		{
			offset = 0.0000 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model CAR15DFolded_NoMag
	{
		mesh = Weapons/Firearm/CAR15DFoldedNoMag,
		texture = Weapons/Firearm/car15d_texture,

		attachment muzzle
		{
			offset = 0.0061 0.4550 0.0192,
			rotate = -90.0000 0.0000 -180.0000,
		}
		attachment scope
		{
			offset = 0.0061 0.0412 0.0744,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment reddot
		{
			offset = 0.0061 0.0025 0.0750,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment laser
		{
			offset = -0.0145 0.2070 0.0188,
			rotate = 180.0000 -90.0000 180.0000,
		}
		attachment world
		{
			offset = 0.0000 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	
	model MP5
	{
		mesh = Weapons/Firearm/MP5,
		texture = Weapons/Firearm/mp5_texture,

		attachment muzzle
		{
			offset = 0.0000 0.3150 0.0260,
			rotate = -90.0000 0.0000 -180.0000,
		}
		attachment scope
		{
			offset = 0.0000 0.0350 0.0620,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment reddot
		{
			offset = 0.0000 0.0440 0.0620,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment laser
		{
			offset = 0.0140 0.2220 0.0200,
			rotate = 0.0000 90.0000 0.0000,
		}
		attachment world
		{
			offset = 0.0000 0.1300 0.0000,
			rotate = 180.0000 180.0000 180.0000,
		}
	}
	model MP5_NoMag
	{
		mesh = Weapons/Firearm/MP5NoMag,
		texture = Weapons/Firearm/mp5_texture,

		attachment muzzle
		{
			offset = 0.0000 0.3150 0.0260,
			rotate = -90.0000 0.0000 -180.0000,
		}
		attachment scope
		{
			offset = 0.0000 0.0350 0.0620,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment reddot
		{
			offset = 0.0000 0.0440 0.0620,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment laser
		{
			offset = 0.0140 0.2220 0.0200,
			rotate = 0.0000 90.0000 0.0000,
		}
		attachment world
		{
			offset = 0.0000 0.1300 0.0000,
			rotate = 180.0000 180.0000 180.0000,
		}
	}
	model MP5Unfolded
	{
		mesh = Weapons/Firearm/MP5Unfolded,
		texture = Weapons/Firearm/mp5_texture,

		attachment muzzle
		{
			offset = 0.0000 0.3150 0.0260,
			rotate = -90.0000 0.0000 -180.0000,
		}
		attachment scope
		{
			offset = 0.0000 0.0350 0.0620,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment reddot
		{
			offset = 0.0000 0.0440 0.0620,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment laser
		{
			offset = 0.0140 0.2220 0.0200,
			rotate = 0.0000 90.0000 0.0000,
		}
		attachment world
		{
			offset = 0.0000 0.1300 0.0000,
			rotate = 180.0000 180.0000 180.0000,
		}
	}
	model MP5Unfolded_NoMag
	{
		mesh = Weapons/Firearm/MP5UnfoldedNoMag,
		texture = Weapons/Firearm/mp5_texture,

		attachment muzzle
		{
			offset = 0.0000 0.3150 0.0260,
			rotate = -90.0000 0.0000 -180.0000,
		}
		attachment scope
		{
			offset = 0.0000 0.0350 0.0620,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment reddot
		{
			offset = 0.0000 0.0440 0.0620,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment laser
		{
			offset = 0.0140 0.2220 0.0200,
			rotate = 0.0000 90.0000 0.0000,
		}
		attachment world
		{
			offset = 0.0000 0.1300 0.0000,
			rotate = 180.0000 180.0000 180.0000,
		}
	}
	model MP5Folded
	{
		mesh = Weapons/Firearm/MP5Folded,
		texture = Weapons/Firearm/mp5_texture,

		attachment muzzle
		{
			offset = 0.0000 0.3150 0.0260,
			rotate = -90.0000 0.0000 -180.0000,
		}
		attachment scope
		{
			offset = 0.0000 0.0350 0.0620,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment reddot
		{
			offset = 0.0000 0.0440 0.0620,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment laser
		{
			offset = 0.0140 0.2220 0.0200,
			rotate = 0.0000 90.0000 0.0000,
		}
		attachment world
		{
			offset = 0.0000 0.1300 0.0000,
			rotate = 180.0000 180.0000 180.0000,
		}
	}
	model MP5Folded_NoMag
	{
		mesh = Weapons/Firearm/MP5FoldedNoMag,
		texture = Weapons/Firearm/mp5_texture,

		attachment muzzle
		{
			offset = 0.0000 0.3150 0.0260,
			rotate = -90.0000 0.0000 -180.0000,
		}
		attachment scope
		{
			offset = 0.0000 0.0350 0.0620,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment reddot
		{
			offset = 0.0000 0.0440 0.0620,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment laser
		{
			offset = 0.0140 0.2220 0.0200,
			rotate = 0.0000 90.0000 0.0000,
		}
		attachment world
		{
			offset = 0.0000 0.1300 0.0000,
			rotate = 180.0000 180.0000 180.0000,
		}
	}
	model MP5SD
	{
		mesh = Weapons/Firearm/MP5SD,
		texture = Weapons/Firearm/mp5_texture,

		attachment muzzle
		{
			offset = 0.0000 0.3450 0.0225,
			rotate = -90.0000 0.0000 -180.0000,
		}
		attachment scope
		{
			offset = 0.0000 0.0350 0.0620,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment reddot
		{
			offset = 0.0000 0.0440 0.0620,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment laser
		{
			offset = 0.0140 0.2220 0.0200,
			rotate = 0.0000 90.0000 0.0000,
		}
		attachment world
		{
			offset = 0.0000 0.1300 0.0000,
			rotate = 180.0000 180.0000 180.0000,
		}
	}
	model MP5SD_NoMag
	{
		mesh = Weapons/Firearm/MP5SDNoMag,
		texture = Weapons/Firearm/mp5_texture,

		attachment muzzle
		{
			offset = 0.0000 0.3450 0.0225,
			rotate = -90.0000 0.0000 -180.0000,
		}
		attachment scope
		{
			offset = 0.0000 0.0350 0.0620,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment reddot
		{
			offset = 0.0000 0.0440 0.0620,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment laser
		{
			offset = 0.0140 0.2220 0.0200,
			rotate = 0.0000 90.0000 0.0000,
		}
		attachment world
		{
			offset = 0.0000 0.1300 0.0000,
			rotate = 180.0000 180.0000 180.0000,
		}
	}
	model mac10unfolded
	{
		mesh = Weapons/Firearm/mac10unfolded_model,
		texture = Weapons/Firearm/mac10_texture,
		
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 4.3000,
		}
		attachment muzzle
		{
			offset = -0.01600 0.1600 0.0150,
			rotate = -90.0000 0.0000 -175.7000,
		}
	}
	model mac10unfolded_NoMag
	{
		mesh = Weapons/Firearm/mac10unfoldedNoMag_model,
		texture = Weapons/Firearm/mac10_texture,
		
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 4.3000,
		}
		attachment muzzle
		{
			offset = -0.01600 0.1600 0.0150,
			rotate = -90.0000 0.0000 -175.7000,
		}
	}
	model mac10folded
	{
		mesh = Weapons/Firearm/mac10folded_model,
		texture = Weapons/Firearm/mac10_texture,
		
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment muzzle
		{
			offset = 0.0000 0.160 0.0270,
			rotate = -90.0000 0.0000 -180.0000,
		}
	}
	model mac10folded_NoMag
	{
		mesh = Weapons/Firearm/mac10foldedNoMag_model,
		texture = Weapons/Firearm/mac10_texture,
		
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment muzzle
		{
			offset = 0.0000 0.160 0.0270,
			rotate = -90.0000 0.0000 -180.0000,
		}
	}
	model uziunfolded
	{
		mesh = Weapons/Firearm/uziunfolded_model,
		texture = Weapons/Firearm/uzi_texture,

		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 4.3000,
		}
		attachment muzzle
		{
			offset =  -0.01800 0.2320 0.0260,
			rotate = -90.0000 0.0000 -180.0000,
		}
	}
	model uziunfolded_NoMag
	{
		mesh = Weapons/Firearm/uziunfoldedNoMag_model,
		texture = Weapons/Firearm/uzi_texture,

		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 4.3000,
		}
		attachment muzzle
		{
			offset =  -0.01800 0.2320 0.0260,
			rotate = -90.0000 0.0000 -180.0000,
		}
	}
	model uzifolded
	{
		mesh = Weapons/Firearm/uzifolded_model,
		texture = Weapons/Firearm/uzi_texture,
		
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment muzzle
		{
			offset = 0.0000 0.2320 0.0260,
			rotate = -90.0000 0.0000 -175.7000,
		}
	}
	model uzifolded_NoMag
	{
		mesh = Weapons/Firearm/uzifoldedNoMag_model,
		texture = Weapons/Firearm/uzi_texture,
		
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment muzzle
		{
			offset = 0.0000 0.2320 0.0260,
			rotate = -90.0000 0.0000 -175.7000,
		}
	}
	
	model M60MMG
	{
		mesh = Weapons/Firearm/M60MMG,
		texture = Weapons/Firearm/m60mmg_texture,

		attachment muzzle
		{
			offset = 0.0080 0.4850 0.0336,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = 0.0061 0.0412 0.0744,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment reddot
		{
			offset = 0.0080 -0.0160 0.0778,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment laser	
		{
			offset = 0.0342 0.1957 0.0237,
			rotate = 180.0000 90.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.2300 0.0000,
			rotate = 0.0000 -74.0000 -5.8000,
		}
	}
	model M60MMG_Empty
	{
		mesh = Weapons/Firearm/M60MMG_Empty,
		texture = Weapons/Firearm/m60mmg_texture,

		attachment muzzle
		{
			offset = 0.0080 0.4850 0.0336,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = 0.0061 0.0412 0.0744,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment reddot
		{
			offset = 0.0080 -0.0160 0.0778,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment laser	
		{
			offset = 0.0342 0.1957 0.0237,
			rotate = 180.0000 90.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.2300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model M60MMG_BP
	{
		mesh = Weapons/Firearm/M60MMG_BP,
		texture = Weapons/Firearm/m60mmg_texture,

		attachment muzzle
		{
			offset = 0.0080 0.4850 0.0336,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = 0.0061 0.0412 0.0744,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment reddot
		{
			offset = 0.0080 -0.0160 0.0778,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment laser	
		{
			offset = 0.0342 0.1957 0.0237,
			rotate = 180.0000 90.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.2300 0.0000,
			rotate = 0.0000 -90.0000 11.0000,
		}
	}
	model M60MMG_BP_Empty
	{
		mesh = Weapons/Firearm/M60MMG_BP_Empty,
		texture = Weapons/Firearm/m60mmg_texture,

		attachment muzzle
		{
			offset = 0.0080 0.4850 0.0336,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = 0.0061 0.0412 0.0744,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment reddot
		{
			offset = 0.0080 -0.0160 0.0778,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment laser	
		{
			offset = 0.0342 0.1957 0.0237,
			rotate = 180.0000 90.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.2300 0.0000,
			rotate = 0.0000 -90.0000 11.0000,
		}
	}
	
	model Mini14Unfolded
    {
        mesh = Weapons/firearm/Mini14Unfolded,
		texture = Weapons/firearm/mini14_folding_texture,

		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 180.0000 0.0000,
		}
		attachment muzzle
		{
			offset = 0.0037 0.4351 0.0306,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment scope
		{
			offset = 0.0037 0.0617 0.0597,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment laser
		{
			offset = 0.0247 0.2357 0.0200,
			rotate = 0.0000 90.0000 0.0000,
		}
    }
	model Mini14Unfolded_NoMag
    {
        mesh = Weapons/firearm/Mini14UnfoldedNoMag,
		texture = Weapons/firearm/mini14_folding_texture,

		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 180.0000 0.0000,
		}
		attachment muzzle
		{
			offset = 0.0037 0.4351 0.0306,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment scope
		{
			offset = 0.0037 0.0617 0.0597,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment laser
		{
			offset = 0.0247 0.2357 0.0200,
			rotate = 0.0000 90.0000 0.0000,
		}
    }
	model Mini14Folded
    {
        mesh = Weapons/firearm/Mini14Folded,
		texture = Weapons/firearm/mini14_folding_texture,
		
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 180.0000 0.0000,
		}
		attachment muzzle
		{
			offset = 0.0037 0.4351 0.0306,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment scope
		{
			offset = 0.0037 0.0617 0.0597,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment laser
		{
			offset = 0.0247 0.2357 0.0200,
			rotate = 0.0000 90.0000 0.0000,
		}
    }
	model Mini14Folded_NoMag
    {
        mesh = Weapons/firearm/Mini14FoldedNoMag,
		texture = Weapons/firearm/mini14_folding_texture,
		
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 180.0000 0.0000,
		}
		attachment muzzle
		{
			offset = 0.0037 0.4351 0.0306,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment scope
		{
			offset = 0.0037 0.0617 0.0597,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment laser
		{
			offset = 0.0247 0.2357 0.0200,
			rotate = 0.0000 90.0000 0.0000,
		}
    }
	model Mini14Solid
    {
        mesh = Weapons/firearm/Mini14Solid,
		texture = Weapons/firearm/mini14_solid_texture,
		
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 180.0000 0.0000,
		}
		attachment muzzle
		{
			offset = 0.0037 0.4351 0.0306,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment scope
		{
			offset = 0.0037 0.0617 0.0597,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment laser
		{
			offset = 0.0247 0.2357 0.0200,
			rotate = 0.0000 90.0000 0.0000,
		}
    }
	model Mini14Solid_NoMag
    {
        mesh = Weapons/firearm/Mini14SolidNoMag,
		texture = Weapons/firearm/mini14_solid_texture,
		
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 180.0000 0.0000,
		}
		attachment muzzle
		{
			offset = 0.0037 0.4351 0.0306,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment scope
		{
			offset = 0.0037 0.0617 0.0597,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment laser
		{
			offset = 0.0247 0.2357 0.0200,
			rotate = 0.0000 90.0000 0.0000,
		}
    }
	model Mini14SolidFGS
    {
        mesh = Weapons/firearm/Mini14Solid,
		texture = Weapons/firearm/mini14_solid_fiberglass_texture,
		
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 180.0000 0.0000,
		}
		attachment muzzle
		{
			offset = 0.0037 0.4351 0.0306,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment scope
		{
			offset = 0.0037 0.0617 0.0597,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment laser
		{
			offset = 0.0247 0.2357 0.0200,
			rotate = 0.0000 90.0000 0.0000,
		}
    }
	model Mini14SolidFGS_NoMag
    {
        mesh = Weapons/firearm/Mini14SolidNoMag,
		texture = Weapons/firearm/mini14_solid_fiberglass_texture,
		
		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 180.0000 0.0000,
		}
		attachment muzzle
		{
			offset = 0.0037 0.4351 0.0306,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment scope
		{
			offset = 0.0037 0.0617 0.0597,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment laser
		{
			offset = 0.0247 0.2357 0.0200,
			rotate = 0.0000 90.0000 0.0000,
		}
    }
	model ruger1022
	{
		mesh = Weapons/firearm/1022_model,
		texture = Weapons/firearm/1022_texture,

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

		attachment muzzle
		{
			offset = -0.0024 0.4500 0.0160,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = -0.0024 0.0510 0.0320,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = -0.0024 0.0500 0.0380,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = -0.0024 0.2900 0.0028,
			rotate = 0.0000 180.0000 0.0000,
		}
	}
	model ruger1022FGS
	{
		mesh = Weapons/firearm/1022_model,
		texture = Weapons/firearm/1022_fiberglass_texture,

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

		attachment muzzle
		{
			offset = -0.0024 0.4500 0.0160,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = -0.0024 0.0510 0.0320,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = -0.0024 0.0500 0.0380,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = -0.0024 0.2900 0.0028,
			rotate = 0.0000 180.0000 0.0000,
		}
	}
	model Shotgun
	{
		mesh = Weapons/Firearm/Shotgun,

		attachment muzzle
		{
			offset = 0.0000 -0.4850 0.0255,
			rotate = 90.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1660 0.0000,
			rotate = -180.0000 1.0000 -180.0000,
		}

		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 ShotgunSH
	{
		mesh = Weapons/Firearm/Shotgun,
		texture = weapons/firearm/Shotgun,

		attachment muzzle
		{
			offset = 0.0000 -0.4850 0.0255,
			rotate = 90.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1660 0.0000,
			rotate = -180.0000 180.0000 -180.0000,
		}

		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 ShotgunFGS
	{
		mesh = Weapons/Firearm/Shotgun,
        texture = weapons/firearm/Shotgunfiberglass_texture,
		
		attachment muzzle
		{
			offset = 0.0000 -0.4850 0.0255,
			rotate = 90.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1660 0.0000,
			rotate = -180.0000 1.0000 -180.0000,
		}

		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 ShotgunFGSSH
	{
		mesh = Weapons/Firearm/Shotgun,
        texture = weapons/firearm/Shotgunfiberglass_texture,
		
		attachment muzzle
		{
			offset = 0.0000 -0.4850 0.0255,
			rotate = 90.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1660 0.0000,
			rotate = -180.0000 180.0000 -180.0000,
		}

		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 ShotgunSawnOff
	{
		mesh = Weapons/Firearm/ShotgunSawnOff,
		texture = weapons/firearm/Shotgun,

		attachment muzzle
		{
            offset = 0.0000 -0.3250 0.0255,
            rotate = 90.0000 0.0000 -180.000,
		}

		attachment shellholder
		{
			offset = 0.0000 0.0000 0.0230,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1000 0.0000,
			rotate = 0.0000 180.0000 0.0000,
		}
	}
	model ShotgunSawnOffSH
	{
		mesh = Weapons/Firearm/ShotgunSawnOff,
		texture = weapons/firearm/Shotgun,

		attachment muzzle
		{
            offset = 0.0000 -0.3250 0.0255,
            rotate = 90.0000 0.0000 -180.000,
		}

		attachment shellholder
		{
			offset = 0.0000 0.0000 0.0230,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model ShotgunSawnOffFGS
	{
		mesh = Weapons/Firearm/ShotgunSawnOff,
        texture = weapons/firearm/Shotgunfiberglass_texture,
		
		attachment muzzle
		{
            offset = 0.0000 -0.3250 0.0255,
            rotate = 90.0000 0.0000 -180.000,
		}

		attachment shellholder
		{
			offset = 0.0000 0.0000 0.0230,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1000 0.0000,
			rotate = 0.0000 180.0000 0.0000,
		}
	}
	model ShotgunSawnOffFGSSH
	{
		mesh = Weapons/Firearm/ShotgunSawnOff,
        texture = weapons/firearm/Shotgunfiberglass_texture,
		
		attachment muzzle
		{
            offset = 0.0000 -0.3250 0.0255,
            rotate = 90.0000 0.0000 -180.000,
		}

		attachment shellholder
		{
			offset = 0.0000 0.0000 0.0230,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model ShotgunSawnoffNoStock
    {
        mesh = Weapons/firearm/ShotgunSawnoff2,
		texture = Weapons/firearm/Shotgun,
		
		attachment muzzle
		{
            offset = 0.0000 -0.3350 0.0360,
            rotate = 90.0000 0.0000 -180.000,
		}
		
		attachment shellholder
		{
			offset = 0.0000 0.0000 0.0230,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment world
		{
			offset = 0.0000 0.1000 0.0000,
			rotate = 0.0000 180.0000 0.0000,
		}
    }
	model ShotgunSawnoffNoStockSH
    {
        mesh = Weapons/firearm/ShotgunSawnoff2,
		texture = Weapons/firearm/Shotgun,
		
		attachment muzzle
		{
            offset = 0.0000 -0.3350 0.0360,
            rotate = 90.0000 0.0000 -180.000,
		}
		
		attachment shellholder
		{
			offset = 0.0000 0.0000 0.0230,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment world
		{
			offset = 0.0000 0.1000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
    }
	model HuntingRifle
	{
		mesh = weapons/firearm/m788_model,
		texture = weapons/firearm/m788_texture,

		attachment muzzle
		{
			offset = 0.0045 0.5300 0.0260,
			rotate = -90.0000 0.0000 180.0000,
		}
		attachment scope
		{
			offset = 0.0045 0.0650 0.0520,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment scope2
		{
			offset = 0.0045 0.1750 0.0220,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment recoilpad
		{
			offset = 0.0045 -0.1580 -0.0360,
			rotate = 6.0000 0.0000 0.0000,
		}
		attachment bulletloops
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment world
		{
			offset = 0.0000 0.1500 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
		attachment bipod
		{
			offset = 0.0060 0.3400 -0.0030,
			rotate = -90.0000 180.0000 -180.0000,
		}
	}
	model HuntingRifle_NoMag
	{
		mesh = weapons/firearm/m788nomag_model,
		texture = weapons/firearm/m788_texture,

		attachment muzzle
		{
			offset = 0.0045 0.5300 0.0260,
			rotate = -90.0000 0.0000 180.0000,
		}
		attachment scope
		{
			offset = 0.0045 0.0650 0.0520,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment scope2
		{
			offset = 0.0045 0.1750 0.0220,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment recoilpad
		{
			offset = 0.0045 -0.1580 -0.0360,
			rotate = 6.0000 0.0000 0.0000,
		}
		attachment bulletloops
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment world
		{
			offset = 0.0000 0.1500 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
		attachment bipod
		{
			offset = 0.0060 0.3400 -0.0030,
			rotate = -90.0000 180.0000 -180.0000,
		}
	}
	model HuntingRifleBP
	{
		mesh = weapons/firearm/m788_model,
		texture = weapons/firearm/m788_texture,

		attachment muzzle
		{
			offset = 0.0045 0.5300 0.0260,
			rotate = -90.0000 0.0000 180.0000,
		}
		attachment scope
		{
			offset = 0.0045 0.0650 0.0520,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment scope2
		{
			offset = 0.0045 0.1750 0.0220,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment recoilpad
		{
			offset = 0.0045 -0.1580 -0.0360,
			rotate = 6.0000 0.0000 0.0000,
		}
		attachment bulletloops
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment world
		{
			offset = 0.0000 0.1500 0.0000,
			rotate = 0.0000 -90.0000 6.0000,
		}
		attachment bipod
		{
			offset = 0.0060 0.3400 -0.0030,
			rotate = -90.0000 180.0000 -180.0000,
		}
	}
	model HuntingRifleBP_NoMag
	{
		mesh = weapons/firearm/m788nomag_model,
		texture = weapons/firearm/m788_texture,

		attachment muzzle
		{
			offset = 0.0045 0.5300 0.0260,
			rotate = -90.0000 0.0000 180.0000,
		}
		attachment scope
		{
			offset = 0.0045 0.0650 0.0520,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment scope2
		{
			offset = 0.0045 0.1750 0.0220,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment recoilpad
		{
			offset = 0.0045 -0.1580 -0.0360,
			rotate = 6.0000 0.0000 0.0000,
		}
		attachment bulletloops
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment world
		{
			offset = 0.0000 0.1500 0.0000,
			rotate = 0.0000 -90.0000 6.0000,
		}
		attachment bipod
		{
			offset = 0.0060 0.3400 -0.0030,
			rotate = -90.0000 180.0000 -180.0000,
		}
	}
	model HuntingRifleFGS
	{
		mesh = weapons/firearm/m788_model,
		texture = weapons/firearm/m788fiberglass_texture,

		attachment muzzle
		{
			offset = 0.0045 0.5300 0.0260,
			rotate = -90.0000 0.0000 180.0000,
		}
		attachment scope
		{
			offset = 0.0045 0.0650 0.0520,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment scope2
		{
			offset = 0.0045 0.1750 0.0220,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment recoilpad
		{
			offset = 0.0045 -0.1580 -0.0360,
			rotate = 6.0000 0.0000 0.0000,
		}
		attachment bulletloops
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment world
		{
			offset = 0.0000 0.1500 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
		attachment bipod
		{
			offset = 0.0060 0.3400 -0.0030,
			rotate = -90.0000 180.0000 -180.0000,
		}
	}
	model HuntingRifleFGS_NoMag
	{
		mesh = weapons/firearm/m788nomag_model,
		texture = weapons/firearm/m788fiberglass_texture,

		attachment muzzle
		{
			offset = 0.0045 0.5300 0.0260,
			rotate = -90.0000 0.0000 180.0000,
		}
		attachment scope
		{
			offset = 0.0045 0.0650 0.0520,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment scope2
		{
			offset = 0.0045 0.1750 0.0220,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment recoilpad
		{
			offset = 0.0045 -0.1580 -0.0360,
			rotate = 6.0000 0.0000 0.0000,
		}
		attachment bulletloops
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment world
		{
			offset = 0.0000 0.1500 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
		attachment bipod
		{
			offset = 0.0060 0.3400 -0.0030,
			rotate = -90.0000 180.0000 -180.0000,
		}
	}
	model HuntingRifleFGSBP
	{
		mesh = weapons/firearm/m788_model,
		texture = weapons/firearm/m788fiberglass_texture,

		attachment muzzle
		{
			offset = 0.0045 0.5300 0.0260,
			rotate = -90.0000 0.0000 180.0000,
		}
		attachment scope
		{
			offset = 0.0045 0.0650 0.0520,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment scope2
		{
			offset = 0.0045 0.1750 0.0220,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment recoilpad
		{
			offset = 0.0045 -0.1580 -0.0360,
			rotate = 6.0000 0.0000 0.0000,
		}
		attachment bulletloops
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment world
		{
			offset = 0.0000 0.1500 0.0000,
			rotate = 0.0000 -90.0000 6.0000,
		}
		attachment bipod
		{
			offset = 0.0060 0.3400 -0.0030,
			rotate = -90.0000 180.0000 -180.0000,
		}
	}
	model HuntingRifleFGSBP_NoMag
	{
		mesh = weapons/firearm/m788nomag_model,
		texture = weapons/firearm/m788fiberglass_texture,

		attachment muzzle
		{
			offset = 0.0045 0.5300 0.0260,
			rotate = -90.0000 0.0000 180.0000,
		}
		attachment scope
		{
			offset = 0.0045 0.0650 0.0520,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment scope2
		{
			offset = 0.0045 0.1750 0.0220,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment recoilpad
		{
			offset = 0.0045 -0.1580 -0.0360,
			rotate = 6.0000 0.0000 0.0000,
		}
		attachment bulletloops
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment world
		{
			offset = 0.0000 0.1500 0.0000,
			rotate = 0.0000 -90.0000 6.0000,
		}
		attachment bipod
		{
			offset = 0.0060 0.3400 -0.0030,
			rotate = -90.0000 180.0000 -180.0000,
		}
	}
	model R700
	{
		mesh = weapons/firearm/m700_model,
		texture = weapons/firearm/m700_texture,

		attachment muzzle
		{
			offset = 0.0054 0.5125 0.0238,
			rotate = -90.0000 0.0000 180.0000,
		}

		attachment scope
		{
			offset = 0.0054 0.0650 0.0520,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment recoilpad
		{
			offset = 0.0054 -0.1600 -0.0410,
			rotate = 4.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1500 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment bipod
		{
			offset = 0.0054 0.2900 -0.0030,
			rotate = -90.0000 180.0000 -180.0000,
		}

		attachment bulletloops
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model R700FGS
	{
		mesh = weapons/firearm/m700_model,
		texture = weapons/firearm/m700fiberglass_texture,

		attachment muzzle
		{
			offset = 0.0054 0.5125 0.0238,
			rotate = -90.0000 0.0000 180.0000,
		}

		attachment scope
		{
			offset = 0.0054 0.0650 0.0520,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0054 -0.1600 -0.0410,
			rotate = 4.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1500 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment bipod
		{
			offset = 0.0054 0.2900 -0.0030,
			rotate = -90.0000 180.0000 -180.0000,
		}

		attachment bulletloops
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model R700BP
	{
		mesh = weapons/firearm/m700_model,
		texture = weapons/firearm/m700_texture,

		attachment muzzle
		{
			offset = 0.0054 0.5125 0.0238,
			rotate = -90.0000 0.0000 180.0000,
		}

		attachment scope
		{
			offset = 0.0054 0.0650 0.0520,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment recoilpad
		{
			offset = 0.0054 -0.1600 -0.0410,
			rotate = 4.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1500 0.0000,
			rotate = 0.0000 -90.0000 6.0000,
		}

		attachment bipod
		{
			offset = 0.0054 0.2900 -0.0030,
			rotate = -90.0000 180.0000 -180.0000,
		}

		attachment bulletloops
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model R700FGSBP
	{
		mesh = weapons/firearm/m700_model,
		texture = weapons/firearm/m700fiberglass_texture,

		attachment muzzle
		{
			offset = 0.0054 0.5125 0.0238,
			rotate = -90.0000 0.0000 180.0000,
		}

		attachment scope
		{
			offset = 0.0054 0.0650 0.0520,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0054 -0.1600 -0.0410,
			rotate = 4.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1500 0.0000,
			rotate = 0.0000 -90.0000 6.0000,
		}

		attachment bipod
		{
			offset = 0.0054 0.2900 -0.0030,
			rotate = -90.0000 180.0000 -180.0000,
		}

		attachment bulletloops
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model M24
	{
		mesh = weapons/firearm/m24_model,
		texture = weapons/firearm/m24_texture,

		attachment muzzle
		{
			offset = 0.0054 0.5300 0.0260,
			rotate = -90.0000 0.0000 180.0000,
		}

		attachment scope
		{
			offset = 0.0054 0.0650 0.0520,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0054 0.0678 0.0514,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1500 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment bipod
		{
			offset = 0.0054 0.2900 -0.0030,
			rotate = -90.0000 180.0000 -180.0000,
		}
		
		attachment laser
		{
			offset = 0.0054 0.3205 0.0090,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment bulletloops
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model M24BP
	{
		mesh = weapons/firearm/m24_model,
		texture = weapons/firearm/m24_texture,

		attachment muzzle
		{
			offset = 0.0054 0.5300 0.0260,
			rotate = -90.0000 0.0000 180.0000,
		}

		attachment scope
		{
			offset = 0.0054 0.0650 0.0520,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0054 0.0678 0.0514,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1500 0.0000,
			rotate = 0.0000 -90.0000 6.0000,
		}

		attachment bipod
		{
			offset = 0.0054 0.2900 -0.0030,
			rotate = -90.0000 180.0000 -180.0000,
		}
		
		attachment laser
		{
			offset = 0.0054 0.3205 0.0090,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment bulletloops
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	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 = 0.0000 0.1660 0.0000,
			rotate = -180.0000 1.0000 -180.0000,
		}

		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 = -0.0110 0.0050 0.0220,
			rotate = 0.0000 0.0000 -180.0000,
		}
	}
	model Spas12SH
	{
		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 = 0.0000 0.1660 0.0000,
			rotate = -180.0000 180.0000 -180.0000,
		}

		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 = -0.0110 0.0050 0.0220,
			rotate = 0.0000 0.0000 -180.0000,
		}
	}
	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 = 0.0000 0.1660 0.0000,
			rotate = -180.0000 1.0000 -180.0000,
		}

		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 = -0.0110 0.0050 0.0220,
			rotate = 0.0000 0.0000 -180.0000,
		}
	}
	model Spas12FoldedSH
	{
		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 = 0.0000 0.1660 0.0000,
			rotate = -180.0000 180.0000 -180.0000,
		}

		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 = -0.0110 0.0050 0.0220,
			rotate = 0.0000 0.0000 -180.0000,
		}
	}
	model Handgun
	{
		mesh = Weapons/Firearm/Handgun,

		attachment muzzle
		{
			offset = 0.0000 0.1650 0.0277,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.0900 -0.0080,
			rotate = 0.0000 180.0000 0.0000,
		}
		
		attachment reddot
		{
			offset = -0.0050 0.0440 0.0520,
			rotate = 0.0000 0.0000 0.0000,
		}
		
	}
	model Glock17
	{
		mesh = weapons/firearm/g17_model,
		texture = weapons/firearm/g17_texture,

		attachment muzzle
		{
			offset = 0.0000 0.1390 0.0270,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.0790 -0.0090,
			rotate = 0.0000 180.0000 0.0000,
		}
	}
	model CZ75
	{
		mesh = weapons/firearm/cz75_model,
		texture = weapons/firearm/cz75_texture,

		attachment muzzle
		{
			offset = 0.0000 0.1490 0.0185,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.0790 -0.0090,
			rotate = 0.0000 180.0000 0.0000,
		}
	}
	model P229
	{
		mesh = weapons/firearm/p229_model,
		texture = weapons/firearm/p229_texture,

		attachment muzzle
		{
			offset = 0.0000 0.1390 0.0270,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.0790 -0.0090,
			rotate = 0.0000 180.0000 0.0000,
		}
	}
	model M1911
	{
		mesh = weapons/firearm/m1911_model,
		texture = weapons/firearm/m1911_texture,

		attachment muzzle
		{
			offset = 0.0000 0.1500 0.0180,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.0750 -0.0080,
			rotate = 0.0000 180.0000 0.0000,
		}

	}
	model MK2
	{
		mesh = weapons/firearm/mk2_model,
		texture = weapons/firearm/mk2_texture,

		attachment muzzle
		{
			offset = 0.0000 0.1920 0.0140,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.0750 -0.0080,
			rotate = 0.0000 180.0000 0.0000,
		}
	}
	model MK2SD
	{
		mesh = weapons/firearm/mk2sd_model,
		texture = weapons/firearm/mk2sd_texture,

		attachment muzzle
		{
			offset = 0.0000 0.2300 0.0140,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.0750 -0.0080,
			rotate = 0.0000 180.0000 0.0000,
		}
	}
	model MK23SOCOM
	{
		mesh = weapons/firearm/mk23SOCOM_model,
		texture = weapons/firearm/mk23_texture,

		attachment muzzle
		{
			offset = 0.0000 0.2750 0.0244,
			rotate = -90.0000 0.0000 0.0000,
		}
	}
	model Handgun03
	{
		mesh = Weapons/Firearm/Handgun03,

		attachment muzzle
		{
			offset = 0.0000 0.1550 0.0090,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = -0.0007 0.0850 -0.0080,
			rotate = 0.0000 180.0000 0.0000,
		}
	}
	model Revolver
	{
		mesh = Weapons/Firearm/Revolver,

		attachment muzzle
		{
			offset = 0.0000 0.1820 0.0245,
			rotate = -90.0000 0.0000 0.0000,
		}
	}
	model Revolver_Long
	{
		mesh = Weapons/Firearm/Revolver_Long,

		attachment muzzle
		{
			offset = 0.0000 0.2140 0.0330,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = -0.0050 0.0440 0.0520,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model Revolver_Short
	{
		mesh = Weapons/Firearm/Revolver_Short,

		attachment muzzle
		{
			offset = 0.0000 0.1170 0.0280,
			rotate = -90.0000 0.0000 0.0000,
		}
	}
	model Tec9
	{
		mesh = Weapons/Firearm/tec9_model,
		texture = Weapons/Firearm/tec9_texture,

		attachment muzzle
		{
			offset = 0.0000 0.2370 0.0288,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment reddot
		{
			offset = -0.0050 0.0440 0.0620,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model Tec9_NoMag
	{
		mesh = Weapons/Firearm/tec9NoMag_model,
		texture = Weapons/Firearm/tec9_texture,

		attachment muzzle
		{
			offset = 0.0000 0.2370 0.0288,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment reddot
		{
			offset = -0.0050 0.0440 0.0620,
			rotate = 0.0000 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 = 0.0000 0.2000 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
		
		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,
		
		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 = 0.0000 0.2000 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
		
		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 = 0.0000 -0.3500 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
		
		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 = 0.0000 -0.3500 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
		
		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 = 0.0000 -0.3500 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model ShotgunDoubleBarrelSawnNoStock_OPEN
    {
        mesh = Weapons/Firearm/ShotgunDoubleBarrelSawn2_OPEN,
		texture = Weapons/Firearm/ShotgunDoubleBarrel,
    }
	model M2400_Rifle
	{
		mesh = weapons/firearm/M2400_model,
		texture = weapons/firearm/ShotgunDoubleBarrel,

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

		attachment muzzle
		{
			offset = 0.0000 0.5040 0.0028,
			rotate = -90.0000 0.0000 180.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0574 0.0440,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment bulletloops
		{
			offset = -0.0047 -0.0081 -0.0110,
			rotate = 3.0000 0.0000 0.0000,
		}
	}
	model M2400_Shotgun
	{
		mesh = weapons/firearm/M2400_model,
		texture = weapons/firearm/ShotgunDoubleBarrel,

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

		attachment muzzle
		{
			offset = 0.0000 0.5040 0.0250,
			rotate = -90.0000 0.0000 180.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0574 0.0440,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment bulletloops
		{
			offset = -0.0047 -0.0081 -0.0110,
			rotate = 3.0000 0.0000 0.0000,
		}
	}
	model M2400_OPEN
	{
		mesh = weapons/firearm/M2400_OPEN_model,
		texture = weapons/firearm/ShotgunDoubleBarrel,

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

		attachment muzzle
		{
			offset = 0.0000 0.5040 0.0250,
			rotate = -90.0000 0.0000 180.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0574 0.0440,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment bulletloops
		{
			offset = -0.0047 -0.0081 -0.0110,
			rotate = 3.0000 0.0000 0.0000,
		}
		
		attachment sling
		{
			offset = 0.0000 0.02100 -0.0545,
			rotate = -20.0000 0.0000 0.0000,
		}
	}
	model M2400_RifleFGS
	{
		mesh = weapons/firearm/M2400_model,
		texture = weapons/firearm/ShotgunDoubleBarrel_fiberglass,

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

		attachment muzzle
		{
			offset = 0.0000 0.5040 0.0028,
			rotate = -90.0000 0.0000 180.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0574 0.0440,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment bulletloops
		{
			offset = -0.0047 -0.0081 -0.0110,
			rotate = 3.0000 0.0000 0.0000,
		}
	}
	model M2400_ShotgunFGS
	{
		mesh = weapons/firearm/M2400_model,
		texture = weapons/firearm/ShotgunDoubleBarrel_fiberglass,

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

		attachment muzzle
		{
			offset = 0.0000 0.5040 0.0250,
			rotate = -90.0000 0.0000 180.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0574 0.0440,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment bulletloops
		{
			offset = -0.0047 -0.0081 -0.0110,
			rotate = 3.0000 0.0000 0.0000,
		}
	}
	model M2400FGS_OPEN
	{
		mesh = weapons/firearm/M2400_OPEN_model,
		texture = weapons/firearm/ShotgunDoubleBarrel_fiberglass,

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

		attachment muzzle
		{
			offset = 0.0000 0.5040 0.0250,
			rotate = -90.0000 0.0000 180.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0574 0.0440,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment bulletloops
		{
			offset = -0.0047 -0.0081 -0.0110,
			rotate = 3.0000 0.0000 0.0000,
		}
		
		attachment sling
		{
			offset = 0.0000 0.02100 -0.0545,
			rotate = -20.0000 0.0000 0.0000,
		}
	}
	model YellowBoy
	{
		mesh = weapons/firearm/yellowboy_model,
		texture = weapons/firearm/yellowboy_texture,

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

		attachment muzzle
		{
			offset = 0.0000 0.4550 0.0240,
			rotate = -90.0000 0.0000 180.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0574 0.0440,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0400 0.0440,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment bulletloops
		{
			offset = -0.0050 0.0000 -0.0150,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment laser
		{
			offset = 0.0142 0.2500 0.0140,
			rotate = 0.0000 90.0000 0.0000,
		}
	}
	model CampCarbine
	{
		mesh = weapons/firearm/campcarbine_model,
		texture = weapons/firearm/campcarbine_texture,

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

		attachment muzzle
		{
			offset = 0.0037 0.4351 0.0306,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0037 0.0517 0.0550,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0247 0.2357 0.0200,
			rotate = 0.0000 90.0000 0.0000,
		}
	}
	model CampCarbineFGS
	{
		mesh = weapons/firearm/campcarbine_model,
		texture = weapons/firearm/campcarbine_fiberglass_texture,

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

		attachment muzzle
		{
			offset = 0.0037 0.4351 0.0306,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0037 0.0517 0.0550,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0247 0.2357 0.0200,
			rotate = 0.0000 90.0000 0.0000,
		}
	}
	model Rossi
	{
		mesh = weapons/firearm/Rossi_model,
		texture = weapons/firearm/Rossi_texture,

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

		attachment muzzle
		{
			offset = 0.0000 0.4550 0.0240,
			rotate = -90.0000 0.0000 180.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0400 0.0440,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment bulletloops
		{
			offset = -0.0050 -0.0470 -0.0180,
			rotate = 5.0000 0.0000 0.0000,
		}
		
		attachment laser
		{
			offset = 0.0142 0.2100 0.0100,
			rotate = 0.0000 90.0000 0.0000,
		}
	}
	model RossiFGS
	{
		mesh = weapons/firearm/Rossi_model,
		texture = weapons/firearm/Rossi_fiberglass_texture,

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

		attachment muzzle
		{
			offset = 0.0000 0.4550 0.0240,
			rotate = -90.0000 0.0000 180.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0400 0.0440,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment bulletloops
		{
			offset = -0.0050 -0.0470 -0.0180,
			rotate = 5.0000 0.0000 0.0000,
		}
		
		attachment laser
		{
			offset = 0.0142 0.2100 0.0100,
			rotate = 0.0000 90.0000 0.0000,
		}
	}
	model Shotgun2
	{
		mesh = Weapons/Firearm/Shotgun2,
		texture = weapons/firearm/Shotgun,

		attachment muzzle
		{
			offset = 0.0000 -0.4850 0.0255,
			rotate = 90.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1660 0.0000,
			rotate = -180.0000 1.0000 -180.0000,
		}

		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 Shotgun2SH
	{
		mesh = Weapons/Firearm/Shotgun2,
		texture = weapons/firearm/Shotgun,

		attachment muzzle
		{
			offset = 0.0000 -0.4850 0.0255,
			rotate = 90.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1660 0.0000,
			rotate = -180.0000 180.0000 -180.0000,
		}

		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 Shotgun2FGS
	{
		mesh = Weapons/Firearm/Shotgun2,
        texture = weapons/firearm/Shotgunfiberglass_texture,
		
		attachment muzzle
		{
			offset = 0.0000 -0.4850 0.0255,
			rotate = 90.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1660 0.0000,
			rotate = -180.0000 1.0000 -180.0000,
		}

		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 Shotgun2FGSSH
	{
		mesh = Weapons/Firearm/Shotgun2,
        texture = weapons/firearm/Shotgunfiberglass_texture,
		
		attachment muzzle
		{
			offset = 0.0000 -0.4850 0.0255,
			rotate = 90.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1660 0.0000,
			rotate = -180.0000 180.0000 -180.0000,
		}

		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 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 = 0.0000 0.1660 0.0000,
			rotate = -180.0000 1.0000 -180.0000,
		}

		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 Shotgun2M9SH
	{
		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 = 0.0000 0.1660 0.0000,
			rotate = -180.0000 180.0000 -180.0000,
		}

		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 = 0.0000 0.1660 0.0000,
			rotate = -180.0000 1.0000 -180.0000,
		}

		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 Shotgun2M9FGSSH
	{
		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 = 0.0000 0.1660 0.0000,
			rotate = -180.0000 180.0000 -180.0000,
		}

		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 -0.4850 0.0255,
			rotate = 90.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1660 0.0000,
			rotate = -180.0000 1.0000 -180.0000,
		}

		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 ShotgunSemiSH
	{
		mesh = Weapons/Firearm/ShotgunSemi,
		texture = weapons/firearm/ShotgunSemi,

		attachment muzzle
		{
			offset = 0.0000 -0.4850 0.0255,
			rotate = 90.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1660 0.0000,
			rotate = -180.0000 180.0000 -180.0000,
		}

		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 ShotgunSemiFGS
	{
		mesh = Weapons/Firearm/ShotgunSemi,
        texture = weapons/firearm/ShotgunSemifiberglass_texture,
		
		attachment muzzle
		{
			offset = 0.0000 -0.4850 0.0255,
			rotate = 90.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1660 0.0000,
			rotate = -180.0000 1.0000 -180.0000,
		}

		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 ShotgunSemiFGSSH
	{
		mesh = Weapons/Firearm/ShotgunSemi,
        texture = weapons/firearm/ShotgunSemifiberglass_texture,
		
		attachment muzzle
		{
			offset = 0.0000 -0.4850 0.0255,
			rotate = 90.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1660 0.0000,
			rotate = -180.0000 180.0000 -180.0000,
		}

		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 ShotgunSemi2
	{
		mesh = Weapons/Firearm/ShotgunSemi2,
		texture = weapons/firearm/ShotgunSemi,

		attachment muzzle
		{
			offset = 0.0000 -0.4850 0.0255,
			rotate = 90.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1660 0.0000,
			rotate = -180.0000 1.0000 -180.0000,
		}

		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 ShotgunSemi2SH
	{
		mesh = Weapons/Firearm/ShotgunSemi2,
		texture = weapons/firearm/ShotgunSemi,

		attachment muzzle
		{
			offset = 0.0000 -0.4850 0.0255,
			rotate = 90.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1660 0.0000,
			rotate = -180.0000 180.0000 -180.0000,
		}

		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 ShotgunSemi2FGS
	{
		mesh = Weapons/Firearm/ShotgunSemi2,
        texture = weapons/firearm/ShotgunSemifiberglass_texture,
		
		attachment muzzle
		{
			offset = 0.0000 -0.4850 0.0255,
			rotate = 90.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1660 0.0000,
			rotate = -180.0000 1.0000 -180.0000,
		}

		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 ShotgunSemi2FGSSH
	{
		mesh = Weapons/Firearm/ShotgunSemi2,
        texture = weapons/firearm/ShotgunSemifiberglass_texture,
		
		attachment muzzle
		{
			offset = 0.0000 -0.4850 0.0255,
			rotate = 90.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1660 0.0000,
			rotate = -180.0000 180.0000 -180.0000,
		}

		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 ShotgunSilent
	{
		mesh = Weapons/Firearm/ShotgunSilent,
		texture = weapons/firearm/ShotgunSilent,

		attachment muzzle
		{
			offset = 0.0000 -0.465 0.0255,
			rotate = 90.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1660 0.0000,
			rotate = -180.0000 1.0000 -180.0000,
		}

		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,
		}
	}
	model ShotgunSilentSH
	{
		mesh = Weapons/Firearm/ShotgunSilent,
		texture = weapons/firearm/ShotgunSilent,

		attachment muzzle
		{
			offset = 0.0000 -0.465 0.0255,
			rotate = 90.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1660 0.0000,
			rotate = -180.0000 180.0000 -180.0000,
		}

		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,
		}
	}
	model YellowBoyFGS
	{
		mesh = weapons/firearm/yellowboy_model,
		texture = weapons/firearm/greyboy_texture,

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

		attachment muzzle
		{
			offset = 0.0000 0.4550 0.0240,
			rotate = -90.0000 0.0000 180.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0574 0.0440,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0400 0.0440,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment bulletloops
		{
			offset = -0.0050 0.0000 -0.0150,
			rotate = 0.0000 0.0000 0.0000,
		}
		
		attachment laser
		{
			offset = 0.0142 0.2500 0.0140,
			rotate = 0.0000 90.0000 0.0000,
		}
	}
	model FAL
    {
        mesh = Weapons/firearm/FAL,
		texture = Weapons/firearm/FAL_Texture,
		
		attachment muzzle
		{
			offset = 0.0050 0.4750 0.0140,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment scope
		{
			offset = 0.0050 0.0350 0.0520,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment reddot
		{
			offset = 0.0050 0.0150 0.0514,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment laser
		{
			offset = 0.0230 0.2800 0.0180,
			rotate = 0.0000 90.0000 0.0000,
		}
		attachment world
		{
			offset = 0.0000 0.1660 0.0000,
			rotate = -180.0000 0.0000 -180.0000,
		}
    }
	model FAL_NoMag
    {
        mesh = Weapons/firearm/FALNoMag,
		texture = Weapons/firearm/FAL_Texture,
		
		attachment muzzle
		{
			offset = 0.0050 0.4750 0.0140,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment scope
		{
			offset = 0.0050 0.0350 0.0520,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment reddot
		{
			offset = 0.0050 0.0150 0.0514,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment laser
		{
			offset = 0.0230 0.2800 0.0180,
			rotate = 0.0000 90.0000 0.0000,
		}
		attachment world
		{
			offset = 0.0000 0.1660 0.0000,
			rotate = -180.0000 0.0000 -180.0000,
		}
    }
	model FALClassic
    {
        mesh = Weapons/firearm/FAL,
		texture = Weapons/firearm/FALClassic_Texture,
		
		attachment muzzle
		{
			offset = 0.0050 0.4750 0.0140,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment world
		{
			offset = 0.0000 0.1660 0.0000,
			rotate = -180.0000 1.0000 -180.0000,
		}
    }
	model FALClassic_NoMag
    {
        mesh = Weapons/firearm/FALNoMag,
		texture = Weapons/firearm/FALClassic_Texture,
		
		attachment muzzle
		{
			offset = 0.0050 0.4750 0.0140,
			rotate = -90.0000 0.0000 0.0000,
		}
		attachment world
		{
			offset = 0.0000 0.1660 0.0000,
			rotate = -180.0000 1.0000 -180.0000,
		}
    }
}
