module MarzGuns
{
	model MOSSBERG_590 {
        mesh     = weapons/firearms/MOSSBERG_590|MOSSBERG_590_BODY,
        texture  = weapons/firearms/shotguns/MOSSBERG_590,
        cullFace = None,
        
        attachment muzzle {
            offset = 0.0000 0.4785 0.0401,
            rotate = -90.0000 0.0000 -180.0000,
        }
        
        attachment pump_fired {
            offset = 0.0000 -0.0739 0.0000,
            rotate = 0.0000 0.0000 0.0000,
        }
        
        attachment world {
            offset = 0.0200 0.1300 0.0000,
            rotate = 180.0000 0.0000 180.0000,
        }
        
        attachment rail_up {
            offset = 0.0000 0.1366 0.0532,
            rotate = 0.0000 0.0000 0.0000,
        }
        
        attachment scope {
            offset = 0.0000 0.1594 0.0562,
            rotate = 0.0000 0.0000 0.0000,
        }
        
        attachment bayonet {
            offset = 0.0000 0.3958 0.0003,
            rotate = 0.0000 0.0000 0.0000,
        }
    }
	model MOSSBERG_590_PUMP {
        mesh     = weapons/firearms/MOSSBERG_590|MOSSBERG_590_PUMP,
        texture  = weapons/firearms/shotguns/MOSSBERG_590,
        cullFace = None,
    }
	model TRENCHGUN {
        mesh     = weapons/firearms/TRENCHGUN|TRENCHGUN_BODY,
        texture  = weapons/firearms/shotguns/TRENCHGUN,
        cullFace = None,
        
        attachment muzzle {
            offset = 0.0000 0.4228 0.0255,
            rotate = -90.0000 0.0000 -180.0000,
        }
        
        attachment pump_fired {
            offset = 0.0000 -0.0508 0.0000,
            rotate = 0.0000 0.0000 0.0000,
        }
        
        attachment world {
            offset = 0.0200 0.1300 0.0000,
            rotate = 180.0000 0.0000 180.0000,
        }
        
        attachment bayonet {
            offset = 0.0000 0.3494 -0.0101,
            rotate = 0.0000 0.0000 0.0000,
        }
    }
	model TRENCHGUN_PUMP {
        mesh     = weapons/firearms/TRENCHGUN|TRENCHGUN_PUMP,
        texture  = weapons/firearms/shotguns/TRENCHGUN,
        cullFace = None,
    }
	model BENELLI_M4 {
        mesh     = weapons/firearms/BENELLI_M4|BENELLI_M4_BODY,
        texture  = weapons/firearms/shotguns/BENELLI_M4,
        cullFace = None,
        
        attachment muzzle {
            offset = 0.0000 0.4351 0.0323,
            rotate = -90.0000 0.0000 -180.0000,
        }
        
        attachment bolt_fired {
            offset = 0.0000 -0.0296 0.0000,
            rotate = 0.0000 0.0000 0.0000,
        }
        
        attachment world {
            offset = 0.0200 0.1300 0.0000,
            rotate = 180.0000 0.0000 180.0000,
        }
        
        attachment bayonet {
            offset = 0.0000 0.3545 -0.0064,
            rotate = 0.0000 0.0000 0.0000,
        }
        
        attachment rail_up {
            offset = 0.0000 0.1286 0.0442,
            rotate = 0.0000 0.0000 0.0000,
        }
        
        attachment scope {
            offset = 0.0000 0.1502 0.0477,
            rotate = 0.0000 0.0000 0.0000,
        }
    }
	model BENELLI_M4_BOLT {
        mesh     = weapons/firearms/BENELLI_M4|BENELLI_M4_BOLT,
        texture  = weapons/firearms/shotguns/BENELLI_M4,
        cullFace = None,
    }
	model DOUBLEBARREL {
        mesh     = weapons/firearms/DOUBLEBARREL|DOUBLEBARREL_BODY,
        texture  = weapons/firearms/shotguns/DOUBLEBARREL,
        cullFace = None,
        
        attachment muzzle {
            offset = 0.0000 0.4830 0.0217,
            rotate = -90.0000 0.0000 -180.0000,
        }
        
        attachment world {
            offset = 0.0200 0.1300 0.0000,
            rotate = 180.0000 0.0000 180.0000,
        }
        
        attachment shellholder {
            offset = -0.0021 -0.0943 -0.0100,
            rotate = 0.0000 0.0000 0.0000,
            scale  = 1.1703,
        }
    }
	model DOUBLEBARREL_Barrel_Close {
        mesh     = weapons/firearms/DOUBLEBARREL|DOUBLEBARREL_BARREL_CLOSE,
        texture  = weapons/firearms/shotguns/DOUBLEBARREL,
        cullFace = None,

        attachment world {
            offset = -0.2000 0.0000 0.0000,
            rotate = 90.0000 0.0000 -90.0000,
        }
    }
	model DOUBLEBARREL_Barrel_Open {
        mesh     = weapons/firearms/DOUBLEBARREL|DOUBLEBARREL_BARREL_OPEN,
        texture  = weapons/firearms/shotguns/DOUBLEBARREL,
        cullFace = None,

        attachment world {
            offset = -0.2000 0.0000 0.0000,
            rotate = 90.0000 0.0000 -90.0000,
        }
    }
	model DOUBLEBARREL_Barrel_Sawnoff_Close {
        mesh     = weapons/firearms/DOUBLEBARREL|DOUBLEBARREL_BARREL_SAWNOFF_CLOSE,
        texture  = weapons/firearms/shotguns/DOUBLEBARREL,
        cullFace = None,

        attachment world {
            offset = -0.2000 0.0000 0.0000,
            rotate = 90.0000 0.0000 -90.0000,
        }
    }
	model DOUBLEBARREL_Barrel_Sawnoff_Open {
        mesh     = weapons/firearms/DOUBLEBARREL|DOUBLEBARREL_BARREL_SAWNOFF_OPEN,
        texture  = weapons/firearms/shotguns/DOUBLEBARREL,
        cullFace = None,

        attachment world {
            offset = -0.2000 0.0000 0.0000,
            rotate = 90.0000 0.0000 -90.0000,
        }
    }
	model STEVENS_555 {
        mesh     = weapons/firearms/STEVENS_555|STEVENS_555_BODY,
        texture  = weapons/firearms/shotguns/STEVENS_555,
        cullFace = None,
        
        attachment muzzle {
            offset = 0.0000 0.5418 0.0250,
            rotate = -90.0000 0.0000 -180.0000,
        }
        
        attachment world {
            offset = 0.0200 0.1300 0.0000,
            rotate = 180.0000 0.0000 180.0000,
        }
        
        attachment shellholder {
            offset = -0.0022 -0.0949 -0.0136,
            rotate = 0.0000 0.0000 0.0000,
        }
    }
	model STEVENS_555_Barrel_Close {
        mesh     = weapons/firearms/STEVENS_555|STEVENS_555_BARREL_CLOSE,
        texture  = weapons/firearms/shotguns/STEVENS_555,
        cullFace = None,

        attachment world {
            offset = -0.2000 0.0000 0.0000,
            rotate = 90.0000 0.0000 -90.0000,
        }
    }
	model STEVENS_555_Barrel_Open {
        mesh     = weapons/firearms/STEVENS_555|STEVENS_555_BARREL_OPEN,
        texture  = weapons/firearms/shotguns/STEVENS_555,
        cullFace = None,

        attachment world {
            offset = -0.2000 0.0000 0.0000,
            rotate = 90.0000 0.0000 -90.0000,
        }
    }
	model STEVENS_555_Barrel_Sawnoff_Close {
        mesh     = weapons/firearms/STEVENS_555|STEVENS_555_BARREL_SAWNOFF_CLOSE,
        texture  = weapons/firearms/shotguns/STEVENS_555,
        cullFace = None,

        attachment world {
            offset = -0.2000 0.0000 0.0000,
            rotate = 90.0000 0.0000 -90.0000,
        }
    }
	model STEVENS_555_Barrel_Sawnoff_Open {
        mesh     = weapons/firearms/STEVENS_555|STEVENS_555_BARREL_SAWNOFF_OPEN,
        texture  = weapons/firearms/shotguns/STEVENS_555,
        cullFace = None,

        attachment world {
            offset = -0.2000 0.0000 0.0000,
            rotate = 90.0000 0.0000 -90.0000,
        }
    }
	model SPAS12
    {
        mesh     = weapons/firearms/SPAS12|SPAS12_BODY,
        texture  = weapons/firearms/shotguns/SPAS12,
        cullFace = None,

        attachment muzzle
        {
            offset = 0.0000 0.4586 0.0375,
            rotate = -90.0000 0.0000 -180.0000,
        }

        attachment bolt_fired
        {
            offset = 0.0000 -0.0499 0.0000,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment pump_fired
        {
            offset = 0.0000 -0.0559 0.0000,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment world
        {
            offset = 0.0200 0.1300 0.0000,
            rotate = 180.0000 0.0000 180.0000,
        }
    }
	model SPAS12_BOLT {
        mesh     = weapons/firearms/SPAS12|SPAS12_BOLT,
        texture  = weapons/firearms/shotguns/SPAS12,
        cullFace = None,
    }
	model SPAS12_PUMP {
        mesh     = weapons/firearms/SPAS12|SPAS12_PUMP,
        texture  = weapons/firearms/shotguns/SPAS12,
        cullFace = None,
    }
	model SPAS12_STOCK_DEPLOYED {
        mesh     = weapons/firearms/SPAS12|SPAS12_STOCK_DEPLOYED,
        texture  = weapons/firearms/shotguns/SPAS12,
        cullFace = None,
    }
	model SPAS12_STOCK_FOLDED {
        mesh     = weapons/firearms/SPAS12|SPAS12_STOCK_FOLDED,
        texture  = weapons/firearms/shotguns/SPAS12,
        cullFace = None,
    }
	model AA12 {
        mesh     = weapons/firearms/AA12|AA12_BODY,
        texture  = weapons/firearms/shotguns/AA12,
        cullFace = None,

        attachment muzzle {
            offset = 0.0000 0.4138 0.0272,
            rotate = -90.0000 0.0000 -180.0000,
        }

        attachment world {
            offset = 0.0200 0.1300 0.0000,
            rotate = 180.0000 0.0000 180.0000,
        }

        attachment magazine {
            offset = 0.0000 0.1056 0.0225,
            rotate = 3.5356 0.0000 0.0000,
        }

        attachment rail_down {
            offset = 0.0000 0.2084 0.0066,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment foregrip {
            offset = 0.0000 0.1916 0.0037,
            rotate = 0.0000 0.0000 0.0000,
        }
    }
	model AA12_BOLT_CLOSE {
        mesh     = weapons/firearms/AA12|AA12_BOLT_CLOSE,
        texture  = weapons/firearms/shotguns/AA12,
        cullFace = None,
    }
	model AA12_BOLT_OPEN {
        mesh     = weapons/firearms/AA12|AA12_BOLT_OPEN,
        texture  = weapons/firearms/shotguns/AA12,
        cullFace = None,
    }
	model REMINGTON_870 {
        mesh     = weapons/firearms/REMINGTON_870|REMINGTON_870_BODY,
        texture  = weapons/firearms/shotguns/REMINGTON_870,
        cullFace = None,

        attachment muzzle {
            offset = 0.0000 0.4785 0.0401,
            rotate = -90.0000 0.0000 -180.0000,
        }

        attachment pump_fired {
            offset = 0.0000 -0.0739 0.0000,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment world {
            offset = 0.0200 0.1300 0.0000,
            rotate = 180.0000 0.0000 180.0000,
        }

        attachment rail_up {
            offset = 0.0000 0.1206 0.0472,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment bayonet {
            offset = 0.0000 0.4281 0.0158,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment scope {
            offset = 0.0000 0.1417 0.0506,
            rotate = 0.0000 0.0000 0.0000,
        }
    }
	model REMINGTON_870_PUMP {
        mesh     = weapons/firearms/REMINGTON_870|REMINGTON_870_PUMP,
        texture  = weapons/firearms/shotguns/REMINGTON_870,
        cullFace = None,
    }
	model TOZ34 {
        mesh     = weapons/firearms/TOZ34|TOZ34_BODY,
        texture  = weapons/firearms/shotguns/TOZ34,
        cullFace = None,
        
        attachment muzzle {
            offset = 0.0000 0.5213 0.0180,
            rotate = -90.0000 0.0000 -180.0000,
        }
        
        attachment world {
            offset = 0.0200 0.1300 0.0000,
            rotate = 180.0000 0.0000 180.0000,
        }
        
        attachment shellholder {
            offset = -0.0022 -0.0949 -0.0136,
            rotate = 0.0000 0.0000 0.0000,
        }
    }
	model TOZ34_Barrel_Close {
        mesh     = weapons/firearms/TOZ34|TOZ34_BARREL_CLOSE,
        texture  = weapons/firearms/shotguns/TOZ34,
        cullFace = None,

        attachment world {
            offset = -0.2000 0.0000 0.0000,
            rotate = 90.0000 0.0000 -90.0000,
        }
    }
	model TOZ34_Barrel_Open {
        mesh     = weapons/firearms/TOZ34|TOZ34_BARREL_OPEN,
        texture  = weapons/firearms/shotguns/TOZ34,
        cullFace = None,

        attachment world {
            offset = -0.2000 0.0000 0.0000,
            rotate = 90.0000 0.0000 -90.0000,
        }
    }
	model TOZ34_Barrel_Sawnoff_Close {
        mesh     = weapons/firearms/TOZ34|TOZ34_BARREL_SAWNOFF_CLOSE,
        texture  = weapons/firearms/shotguns/TOZ34,
        cullFace = None,

        attachment world {
            offset = -0.2000 0.0000 0.0000,
            rotate = 90.0000 0.0000 -90.0000,
        }
    }
	model TOZ34_Barrel_Sawnoff_Open {
        mesh     = weapons/firearms/TOZ34|TOZ34_BARREL_SAWNOFF_OPEN,
        texture  = weapons/firearms/shotguns/TOZ34,
        cullFace = None,

        attachment world {
            offset = -0.2000 0.0000 0.0000,
            rotate = 90.0000 0.0000 -90.0000,
        }
    }
}
