module Base
{
	model M14TNFPB41
	{
		mesh = Weapons/Firearm/M14TNFP,
		texture = weapons/firearm/M14_texTNFP,

		attachment muzzle
		{
			offset = 0.0000 0.0320 0.5200,
			rotate = 1.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1800 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment bayonnet
		{
			offset = 0.0000 0.4800 -0.0024,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment sling
		{
			offset = 0.0000 0.2950 -0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.1160 -0.0450,
			rotate = 180.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0000 0.1050 -0.0470,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment gunlight
		{
			offset = 0.0000 0.4020 -0.0270,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.4020 -0.0270,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment stock
		{
			offset = 0.0000 0.0000 -0.0000,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment silencer
		{
			offset = 0.0000 0.5490 -0.0360,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1650 0.0300,
			rotate = -2.0000 0.0000 0.0000,
		}

		attachment bipod
		{
			offset = 0.0000 0.3170 -0.0150,
			rotate = -0.0000 0.0000 -0.0000,
		}
	}
	model BM59B41
	{
		mesh = weapons/firearm/BM59_PARA,
		texture = weapons/firearm/BM59_PARA,

		attachment muzzle
		{
			offset = 0.0010 0.0380 0.5230,
			rotate = 0.0000 0.0000 180.0000,
		}

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

		attachment bayonnet
		{
			offset = 0.0000 0.4800 -0.0024,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment sling
		{
			offset = 0.0000 0.2950 -0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.1160 -0.0450,
			rotate = 180.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0000 0.1050 -0.0470,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment gunlight
		{
			offset = 0.0000 0.4020 -0.0270,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.4020 -0.0270,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment stock
		{
			offset = 0.0000 0.0000 -0.0000,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment silencer
		{
			offset = 0.0000 0.5490 -0.0360,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1650 0.0300,
			rotate = -2.0000 0.0000 0.0000,
		}

		attachment bipod
		{
			offset = 0.0000 0.3170 -0.0150,
			rotate = -0.0000 0.0000 -0.0000,
		}
	}
	model BM59FoldedB41
	{
		mesh = weapons/firearm/BM59_PARA_Folded,
		texture = weapons/firearm/BM59_PARA,

		attachment muzzle
		{
			offset = 0.0010 0.0380 0.5230,
			rotate = 0.0000 0.0000 180.0000,
		}

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

		attachment bayonnet
		{
			offset = 0.0000 0.4800 -0.0024,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment sling
		{
			offset = 0.0000 0.2950 -0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.1160 -0.0450,
			rotate = 180.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0000 0.1050 -0.0470,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment gunlight
		{
			offset = 0.0000 0.4020 -0.0270,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.4020 -0.0270,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment stock
		{
			offset = 0.0000 0.0000 -0.0000,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment silencer
		{
			offset = 0.0000 0.5490 -0.0360,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1650 0.0300,
			rotate = -2.0000 0.0000 0.0000,
		}

		attachment bipod
		{
			offset = 0.0000 0.3170 -0.0150,
			rotate = -0.0000 0.0000 -0.0000,
		}
	}
	model M14TNFPB41
	{
		mesh = Weapons/Firearm/M14TNFP,
		texture = weapons/firearm/M14_texTNFP,

		attachment muzzle
		{
			offset = 0.0000 0.0320 0.5200,
			rotate = 1.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1800 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment bayonnet
		{
			offset = 0.0000 0.4800 -0.0024,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment sling
		{
			offset = 0.0000 0.2950 -0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.1160 -0.0450,
			rotate = 180.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0000 0.1050 -0.0470,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment gunlight
		{
			offset = 0.0000 0.4020 -0.0270,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.4020 -0.0270,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment stock
		{
			offset = 0.0000 0.0000 -0.0000,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment silencer
		{
			offset = 0.0000 0.5490 -0.0360,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1650 0.0300,
			rotate = -2.0000 0.0000 0.0000,
		}

		attachment bipod
		{
			offset = 0.0000 0.3170 -0.0150,
			rotate = -0.0000 0.0000 -0.0000,
		}
	}
	model M16A2TNFPAlt
	{
		mesh = weapons/firearm/M16A2TNFP,
		texture = weapons/firearm/M16A2TNFP,

		attachment muzzle
		{
			offset = 0.0010 0.0220 0.4910,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment sling
		{
			offset = 0.0000 0.0130 0.0230,
			rotate = -88.0000 14.0000 -179.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0830 0.0410,
			rotate = -89.0000 0.0000 180.0000,
		}

		attachment scope1
		{
			offset = 0.0000 0.0860 0.0650,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment reddot
		{
			offset = 0.0000 0.0640 0.0830,
			rotate = 90.0000 0.0000 0.0000,
		}

		attachment gunlight
		{
			offset = 0.0000 0.4020 0.0270,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = -0.0070 0.0500 0.3030,
			rotate = -44.0000 -89.0000 -133.0000,
		}

		attachment stock
		{
			offset = 0.0000 0.4020 0.0270,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment silencerTNFP
		{
			offset = 0.0010 0.0190 0.5240,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model M16A2TNFPAlt_NoMag
	{
		mesh = weapons/firearm/M16A2TNFP,
		texture = weapons/firearm/M16A2TNFP,

		attachment muzzle
		{
			offset = 0.0010 0.0220 0.4910,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment sling
		{
			offset = 0.0000 0.0130 0.0230,
			rotate = -88.0000 14.0000 -179.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0830 0.0410,
			rotate = -89.0000 0.0000 180.0000,
		}

		attachment scope1
		{
			offset = 0.0000 0.0860 0.0650,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment reddot
		{
			offset = 0.0000 0.0640 0.0830,
			rotate = 90.0000 0.0000 0.0000,
		}

		attachment gunlight
		{
			offset = 0.0000 0.4020 0.0270,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = -0.0070 0.0500 0.3030,
			rotate = -44.0000 -89.0000 -133.0000,
		}

		attachment stock
		{
			offset = 0.0000 0.4020 0.0270,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment silencerTNFP
		{
			offset = 0.0010 0.0190 0.5240,
			rotate = 180.0000 0.0000 180.0000,
		}

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

	model M16A2TNFPAltBayonet
	{
		mesh = weapons/firearm/M16A2_Bayonet,
		texture = weapons/firearm/M16A2TNFP_Bayonet,

		attachment muzzle
		{
			offset = 0.0010 0.0220 0.4910,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment sling
		{
			offset = 0.0000 0.0130 0.0230,
			rotate = -88.0000 14.0000 -179.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0830 0.0410,
			rotate = -89.0000 0.0000 180.0000,
		}

		attachment scope1
		{
			offset = 0.0000 0.0860 0.0650,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment reddot
		{
			offset = 0.0000 0.0640 0.0830,
			rotate = 90.0000 0.0000 0.0000,
		}

		attachment gunlight
		{
			offset = 0.0000 0.4020 0.0270,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = -0.0070 0.0500 0.3030,
			rotate = -44.0000 -89.0000 -133.0000,
		}

		attachment stock
		{
			offset = 0.0000 0.4020 0.0270,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment silencerTNFP
		{
			offset = 0.0010 0.0190 0.5240,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model M16A2TNFPAltBayonet_NoMag
	{
		mesh = weapons/firearm/M16A2_Bayonet,
		texture = weapons/firearm/M16A2TNFP_Bayonet,

		attachment muzzle
		{
			offset = 0.0010 0.0220 0.4910,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment sling
		{
			offset = 0.0000 0.0130 0.0230,
			rotate = -88.0000 14.0000 -179.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0830 0.0410,
			rotate = -89.0000 0.0000 180.0000,
		}

		attachment scope1
		{
			offset = 0.0000 0.0860 0.0650,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment reddot
		{
			offset = 0.0000 0.0640 0.0830,
			rotate = 90.0000 0.0000 0.0000,
		}

		attachment gunlight
		{
			offset = 0.0000 0.4020 0.0270,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = -0.0070 0.0500 0.3030,
			rotate = -44.0000 -89.0000 -133.0000,
		}

		attachment stock
		{
			offset = 0.0000 0.4020 0.0270,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment silencerTNFP
		{
			offset = 0.0010 0.0190 0.5240,
			rotate = 180.0000 0.0000 180.0000,
		}

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


	model M16A1TNFPB41
	{
		mesh = weapons/firearm/M16A1TNFP,
		texture = weapons/firearm/M16A1TNFP,

		attachment muzzle
		{
			offset = 0.0010 0.0220 0.4910,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment sling
		{
			offset = 0.0000 0.0130 0.3490,
			rotate = 96.0000 18.0000 -2.0000,
		}

		attachment scope
		{
			offset = 0.0040 0.0220 0.1510,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scopeb41
		{
			offset = 0.0000 0.0710 0.0820,
			rotate = 90.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0000 0.0640 0.0830,
			rotate = 90.0000 0.0000 0.0000,
		}

		attachment gunlight
		{
			offset = 0.0000 0.4020 0.0270,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = -0.0010 0.0170 0.4010,
			rotate = 90.0000 0.0000 180.0000,
		}

		attachment stock
		{
			offset = 0.0000 0.4020 0.0270,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment silencer
		{
			offset = 0.0000 0.0210 0.5950,
			rotate = 90.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model MP5A4B41
	{
		mesh = weapons/firearm/MP5A4,
		texture = weapons/firearm/MP5A4_tex,

		attachment muzzle
		{
			offset = 0.0010 0.0220 0.2870,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment reddotb41
		{
			offset = 0.0000 0.0460 0.0740,
			rotate = 90.0000 0.0000 0.0000,
		}

		attachment scopeB41
		{
			offset = 0.0000 0.0460 0.0740,
			rotate = 90.0000 0.0000 0.0000,
		}

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

		attachment bayonnet
		{
			offset = 0.0000 0.0030 0.3760,
			rotate = -89.0000 -3.0000 180.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.0000 0.2100,
			rotate = 90.0000 0.0000 0.0000,
		}
	}
	model MP5KB41
	{
		mesh = weapons/firearm/MP5A4,
		texture = weapons/firearm/MP5A4_tex,

		attachment muzzle
		{
			offset = 0.0010 0.0220 0.2870,
			rotate = 0.0000 0.0000 180.0000,
		}


		attachment reddotb41
		{
			offset = 0.0000 0.0460 0.0740,
			rotate = 90.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.4020 0.0270,
			rotate = -90.0000 0.0000 -180.0000,
		}

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

		attachment bayonnet
		{
			offset = 0.0000 0.0030 0.3760,
			rotate = -89.0000 -3.0000 180.0000,
		}
	}

	model FNFALTNFP_NoMag
	{
		mesh = weapons/firearm/FN_FALTNFP,
		texture = weapons/firearm/FN_FALTNFP,

		attachment muzzle
		{
			offset = 0.0010 0.0200 0.5890,
			rotate = 0.0000 0.0000 180.0000,
		}
		attachment scope
		{
			offset = 0.0050 0.0350 0.0520,
			rotate = 90.0000 0.0000 0.0000,
		}
		attachment reddot
		{
			offset = 0.0050 0.0150 0.0514,
			rotate = 90.0000 0.0000 0.0000,
		}

		attachment Scope1
		{
			offset = 0.0030 0.0710 0.0570,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment Scope2
		{
			offset = 0.0020 0.0740 0.0330,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment Scope3
		{
			offset = 0.0010 0.0660 0.0680,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.0000 0.3110,
			rotate = 90.0000 0.0000 0.0000,
		}

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

		attachment sling
		{
			offset = 0.0000 0.0130 0.0020,
			rotate = -90.0000 -18.0000 -179.0000,
		}

		attachment bayonnet
		{
			offset = 0.0000 0.0030 0.4730,
			rotate = -89.0000 -3.0000 180.0000,
		}
	}

	model L1A1_NoMag
	{
		mesh = weapons/firearm/FN_FALTNFP,
		texture = weapons/firearm/FN_FAL_L1A1,

		attachment muzzle
		{
			offset = 0.0010 0.0200 0.5890,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment scope
		{
			offset = 0.0050 0.0350 0.0520,
			rotate = 90.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0050 0.0150 0.0514,
			rotate = 90.0000 0.0000 0.0000,
		}

		attachment Scope1
		{
			offset = 0.0030 0.0710 0.0570,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment Scope2
		{
			offset = 0.0020 0.0740 0.0330,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment Scope3
		{
			offset = 0.0010 0.0660 0.0680,
			rotate = 0.0000 0.0000 0.0000,
		}

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

		attachment sling
		{
			offset = 0.0000 0.0130 0.0020,
			rotate = -90.0000 -18.0000 -179.0000,
		}

		attachment bayonnet
		{
			offset = 0.0000 0.0030 0.3760,
			rotate = -89.0000 -3.0000 180.0000,
		}
	}

	model M16A2TNFP_NoMag
	{
		mesh = weapons/firearm/M16A2TNFP,
		texture = weapons/firearm/M16A2TNFP,

		attachment muzzle
		{
			offset = 0.0010 0.0220 0.4910,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0830 0.0410,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope1
		{
			offset = 0.0000 0.0860 0.0650,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment scopeB41
		{
			offset = 0.0000 0.0830 0.0410,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0000 0.0640 0.0410,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.0420 0.2010,
			rotate = 180.0000 0.0000 -180.0000,
		}

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

		attachment bayonnet
		{
			offset = 0.0000 0.0030 0.3760,
			rotate = -89.0000 -3.0000 180.0000,
		}

		attachment silencerTNFP
		{
			offset = 0.0010 0.0190 0.5240,
			rotate = 180.0000 0.0000 180.0000,
		}
	}

	model M16A2TNFPWithBayonet_NoMag
	{
		mesh = weapons/firearm/M16A2_Bayonet,
		texture = weapons/firearm/M16A2TNFP_Bayonet,

		attachment muzzle
		{
			offset = 0.0010 0.0220 0.4910,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0830 0.0410,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope1
		{
			offset = 0.0000 0.0860 0.0650,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment scopeB41
		{
			offset = 0.0000 0.0830 0.0410,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0000 0.0640 0.0410,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.0420 0.2010,
			rotate = 180.0000 0.0000 -180.0000,
		}

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

		attachment bayonnet
		{
			offset = 0.0000 0.0030 0.3760,
			rotate = -89.0000 -3.0000 180.0000,
		}

		attachment silencerTNFP
		{
			offset = 0.0010 0.0190 0.5240,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
}
