module Base
{
	model m4a1
	{
		mesh = Weapons/Firearm/m4a1_model,
		texture = Weapons/Firearm/m4a1_texture,

		attachment muzzle
		{
			offset = 0.0060 0.3800 0.0170,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = 0.0060 0.0440 0.0590,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0060 0.0440 0.0590,
			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 scar17
	{
		mesh = Weapons/Firearm/scar17_model,
		texture = Weapons/Firearm/scar17_texture,

		attachment muzzle
		{
			offset = 0.0060 0.3820 0.0240,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = 0.0060 0.0670 0.0790,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0060 0.0640 0.0740,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0320 0.2060 0.0150,
			rotate = 180.0000 90.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model n418sd
	{
		mesh = Weapons/Firearm/n418sd_model,
		texture = Weapons/Firearm/n418_texture,

		attachment muzzle
		{
			offset = 0.0060 0.3800 0.0170,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = 0.0060 0.0440 0.0590,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0060 0.0440 0.0590,
			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 n418
	{
		mesh = Weapons/Firearm/n418_model,
		texture = Weapons/Firearm/n418_texture,

		attachment muzzle
		{
			offset = 0.0060 0.3260 0.0170,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = 0.0060 0.0440 0.0590,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0060 0.0440 0.0590,
			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 block2
	{
		mesh = Weapons/Firearm/block2_model,
		texture = Weapons/Firearm/block2_texture,

		attachment muzzle
		{
			offset = 0.0060 0.4030 0.0170,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = 0.0060 0.0440 0.0590,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0060 0.0440 0.0590,
			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 1522
	{
		mesh = Weapons/Firearm/1522_model,
		texture = Weapons/Firearm/1522_texture,

		attachment muzzle
		{
			offset = 0.0060 0.3570 0.0260,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = 0.0060 0.0440 0.0590,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0060 0.0440 0.0590,
			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 mk12spr
	{
		mesh = Weapons/Firearm/mk12spr_model,
		texture = Weapons/Firearm/m4a1_texture,

		attachment muzzle
		{
			offset = 0.0060 0.4390 0.0190,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = 0.0060 0.0240 0.0590,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0060 0.0440 0.0590,
			rotate = 0.0000 0.0000 0.0000,
		}

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

		attachment bipod
		{
			offset = 0.0120 0.2850 -0.0030,
			rotate = -90.0000 -1.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model mk12sprsd
	{
		mesh = Weapons/Firearm/mk12sprsd_model,
		texture = Weapons/Firearm/m4a1_texture,

		attachment muzzle
		{
			offset = 0.0060 0.5360 0.0200,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = 0.0060 0.0240 0.0590,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0060 0.0440 0.0590,
			rotate = 0.0000 0.0000 0.0000,
		}

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

		attachment bipod
		{
			offset = 0.0120 0.2850 -0.0030,
			rotate = -90.0000 -1.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model vector45
	{
		mesh = Weapons/Firearm/vector45_model,
		texture = Weapons/Firearm/vector45_texture,

		attachment muzzle
		{
			offset = 0.0120 0.2240 0.0040,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0310 0.1430 0.0100,
			rotate = 180.0000 90.0000 180.0000,
		}

		attachment reddot
		{
			offset = 0.0110 0.0440 0.0590,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model vector9
	{
		mesh = Weapons/Firearm/vector45_model,
		texture = Weapons/Firearm/vector9_texture,

		attachment muzzle
		{
			offset = 0.0120 0.2240 0.0040,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0310 0.1430 0.0100,
			rotate = 180.0000 90.0000 180.0000,
		}

		attachment reddot
		{
			offset = 0.0110 0.0440 0.0590,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model p90
	{
		mesh = Weapons/Firearm/p90_model,
		texture = Weapons/Firearm/p90_texture,

		attachment muzzle
		{
			offset = 0.0060 0.1560 0.0090,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0250 0.0500 0.0600,
			rotate = 180.0000 90.0000 180.0000,
		}

		attachment reddot
		{
			offset = 0.0050 0.0300 0.0920,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model MP7
	{
		mesh = Weapons/Firearm/MP7_model,
		texture = Weapons/Firearm/MP7_texture,

		attachment muzzle
		{
			offset = 0.0120 0.2140 0.0070,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0160 0.1110 0.0160,
			rotate = 180.0000 90.0000 180.0000,
		}

		attachment reddot
		{
			offset = 0.0040 -0.0210 0.0590,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model fiveseven
	{
		mesh = Weapons/Firearm/fiveseven_model,
		texture = Weapons/Firearm/fiveseven_texture,

		attachment muzzle
		{
			offset = 0.0120 0.1490 0.0220,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0030 0.0820 -0.0150,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment reddot
		{
			offset = -0.0050 0.0440 0.0620,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	model cp33
	{
		mesh = Weapons/Firearm/cp33_model,
		texture = Weapons/Firearm/cp33_texture,

		attachment muzzle
		{
			offset = 0.0120 0.1490 0.0220,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0030 0.0820 -0.0150,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment reddot
		{
			offset = -0.0050 0.0440 0.0620,
			rotate = 0.0000 0.0000 0.0000,
		}
	}

	model AA12
	{
		mesh = Weapons/Firearm/AA12_model,
		texture = Weapons/Firearm/AA12_texture,

		attachment muzzle
		{
			offset = 0.0060 0.3800 0.0170,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = 0.0060 0.0440 0.0590,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0060 0.0440 0.0590,
			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,
		}
	}
}
