module Base
{
    item AssaultRifle
    {
        ModelWeaponPart = CS2Firearms.EOTECH_2x CS2Firearms.EOTECH_2x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Razor_1x CS2Firearms.Razor_1x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Micro_2x CS2Firearms.Micro_2x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.ACOG_4x CS2Firearms.ACOG_4x CS2_Scope CS2_Scope,

        ModelWeaponPart = CS2Firearms.Anpeq_15_Laser CS2Firearms.Anpeq_15_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.Anpeq_2_Laser CS2Firearms.Anpeq_2_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.SunfireTacticalLight CS2Firearms.SunfireTacticalLight CS2_Light CS2_Light,

        ModelWeaponPart = CS2Firearms.AngularGrip CS2Firearms.AngularGrip CS2_Grip CS2_Grip,
        ModelWeaponPart = CS2Firearms.TacticalGrip CS2Firearms.TacticalGrip CS2_Grip CS2_Grip,
        ModelWeaponPart = CS2Firearms.Bipod CS2Firearms.Bipod CS2_Grip CS2_Grip,

        ModelWeaponPart = CS2Firearms.SupressorSlim CS2Firearms.SupressorSlim CS2_Canon CS2_Canon,
        ModelWeaponPart = CS2Firearms.SupressorBulk SupressorBulk CS2_Canon CS2_Canon,
        ModelWeaponPart = CS2Firearms.SupressorOsprey CS2Firearms.SupressorOsprey CS2_Canon CS2_Canon,
    }

    model AssaultRifle
    {
        mesh = weapons/firearm/M16_Rifle,

        attachment CS2_Scope
        {
            offset = 0.0000 0.0234 0.0686,
            rotate = 0.0000 0.0000 0.0000,
        }
        attachment CS2_Laser
        {
            offset = -0.0231 0.2049 0.0224,
            rotate = 0.0000 0.0000 0.0000
        }
        attachment CS2_Light
        {
            offset = 0.0241 0.2101 0.0234,
            rotate = 0.0000 0.0000 0.0000
        }
        attachment CS2_Grip
        {
            offset = 0.0000 0.1744 0.0073,
            rotate = 0.0000 0.0000 0.0000
        }
        attachment CS2_Canon
        {
            offset = 0.0000 0.3643 0.0237,
            rotate = 0.0000 0.0000 0.0000
        }

        attachment muzzle
        {
            offset = 0.0000 0.3993 0.0237,
            rotate = -90.0000 0.0000 -180.0000,
        }

        attachment scope
        {
            offset = 0.0000 0.0350 0.0688,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment scope2
        {
            offset = 0.0000 0.0103 0.0683,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment recoilpad
        {
            offset = 0.0000 -0.1536 -0.0036,
            rotate = 0.0000 0.0000 0.0000,
            scale = 1.0350,
        }

        attachment reddot
        {
            offset = 0.0000 0.0308 0.0610,
            rotate = 180.0000 0.0000 -180.0000,
            scale = 0.8153,
        }

        attachment laser
        {
            offset = 0.0000 0.2340 0.0020,
            rotate = 180.0000 0.0000 180.0000,
        }

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

    item Pistol3
    {
        ModelWeaponPart = CS2Firearms.Razor_1x CS2Firearms.Razor_1x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Micro_2x CS2Firearms.Micro_2x CS2_Scope CS2_Scope,

        ModelWeaponPart = CS2Firearms.Anpeq_15_Laser CS2Firearms.Anpeq_15_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.Anpeq_2_Laser CS2Firearms.Anpeq_2_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.SunfireTacticalLight CS2Firearms.SunfireTacticalLight CS2_Light CS2_Light,

        ModelWeaponPart = CS2Firearms.SupressorBulk SupressorBulk CS2_Canon CS2_Canon,
        ModelWeaponPart = CS2Firearms.SupressorOsprey CS2Firearms.SupressorOsprey CS2_Canon CS2_Canon,
    }
	model Handgun
    {
        mesh = weapons/firearm/D_E_Pistol,
        attachment muzzle
        {
            offset = 0.0000 0.1466 -0.0236,
            rotate = -90.0000 0.0000 0.0000,
        }

        attachment reddot
        {
            offset = 0.0010 0.0440 -0.0400,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment gunlight
        {
            offset = 0.0000 0.0953 0.0227,
            rotate = 0.0000 0.0000 0.0000,
            scale = 0.7750,
        }

        attachment scope
        {
            offset = 0.0000 0.0324 -0.0495,
            rotate = 180.0000 0.0000 -180.0000,
            scale = 1.2850,
        }

        attachment laser
        {
            offset = 0.0000 0.0968 0.0141,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment world
        {
            offset = -0.0110 0.0670 0.0000,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment Bip01_Prop2
        {
            offset = -0.0338 0.0424 0.0000,
            rotate = 90.0008 1.1964 -90.0396,
        }

        attachment CS2_Canon
        {
            offset = 0.0000 0.1456 -0.0235,
            rotate = 180.0000 -0.3605 180.0000,
        }

        attachment CS2_Scope
        {
            offset = 0.0000 0.0043 -0.0416,
            rotate = 180.0000 -0.4406 180.0000,
        }

        attachment CS2_Laser
        {
            offset = -0.0016 0.0878 0.0086,
            rotate = 0.0000 88.7900 0.0000,
            scale = 0.7900,
        }

        attachment CS2_Light
        {
            offset = 0.0000 0.0675 0.0041,
            rotate = 180.0000 -89.8231 180.0000,
            scale = 0.8650,
        }
    }
	model Shotgun
    {
        mesh = weapons/firearm/PumpAction_Shotgun,

        attachment CS2_Scope
        {
            offset = 0.0000 0.0541 0.0478,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Laser
        {
            offset = -0.0158 0.2313 0.0125,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Light
        {
            offset = 0.0159 0.2193 0.0099,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Grip
        {
            offset = 0.0000 0.2099 0.0025,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Canon
        {
            offset = 0.0000 0.3738 0.0251,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment muzzle
        {
            offset = 0.0000 0.3824 0.0257,
            rotate = -90.0000 0.0000 180.0000,
        }

        attachment scope
        {
            offset = 0.0000 0.0408 0.0499,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment scope2
        {
            offset = 0.0000 0.0426 0.0499,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment recoilpad
        {
            offset = 0.0000 -0.1673 -0.0427,
            rotate = 10.0000 0.0000 0.0000,
            scale = 1.2091,
        }

        attachment world
        {
            offset = 0.0158 0.1660 0.0000,
            rotate = -180.0000 1.0000 -180.0000,
        }

        attachment choketube
        {
            offset = 0.0000 0.3738 0.0258,
            rotate = -180.0000 0.0000 -180.0000,
        }

        attachment Bip01_Prop2
        {
            offset = 0.0000 0.0000 0.0000,
            rotate = 180.0000 0.0000 180.0000,
        }
    }
	model HuntingRifle
    {
        mesh = weapons/firearm/MSR788_Rifle,

        attachment CS2_Scope
        {
            offset = 0.0000 0.1091 0.0507,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Laser
        {
            offset = -0.0187 0.2528 0.0224,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Light
        {
            offset = 0.0164 0.2484 0.0234,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Grip
        {
            offset = 0.0000 0.2042 0.0073,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Canon
        {
            offset = 0.0000 0.4899 0.0306,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment muzzle
        {
            offset = 0.0000 0.4968 0.0308,
            rotate = -90.0000 0.0000 180.0000,
        }

        attachment bayonnet
        {
            offset = 0.0000 0.3702 0.0130,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment scope
        {
            offset = 0.0000 0.0351 0.0502,
            rotate = 0.0000 0.0000 0.0000,
            scale = 0.9650,
        }

        attachment scope2
        {
            offset = 0.0000 0.0585 0.0535,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment recoilpad
        {
            offset = 0.0000 -0.1630 -0.0210,
            rotate = 6.0000 0.0000 0.0000,
            scale = 1.1500,
        }

        attachment reddot
        {
            offset = 0.0000 -0.1676 -0.0148,
            rotate = -180.0000 0.0000 -180.0000,
            scale = 1.6720,
        }

        attachment world
        {
            offset = 0.0120 0.1500 0.0000,
            rotate = 180.0000 0.0000 180.0000,
        }
    }
	model MSR7T_Rifle
    {
        mesh = weapons/firearm/MSR788_Rifle,
        texture = weapons/firearm/MSR788_Rifle_Tactical,

        attachment CS2_Scope
        {
            offset = 0.0000 0.1141 0.0514,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Laser
        {
            offset = -0.0168 0.2564 0.0224,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Light
        {
            offset = 0.0172 0.2500 0.0234,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Grip
        {
            offset = 0.0000 0.2074 0.0093,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Canon
        {
            offset = 0.0000 0.4890 0.0306,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment muzzle
        {
            offset = 0.0000 0.4968 0.0308,
            rotate = -90.0000 0.0000 180.0000,
        }

        attachment bayonnet
        {
            offset = 0.0000 0.3702 0.0130,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment scope
        {
            offset = 0.0000 0.0351 0.0502,
            rotate = 0.0000 0.0000 0.0000,
            scale = 0.9650,
        }

        attachment scope2
        {
            offset = 0.0000 0.0585 0.0535,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment recoilpad
        {
            offset = 0.0000 -0.1676 -0.0148,
            rotate = -0.5487 0.0000 0.0000,
            scale = 1.1672,
        }

        attachment reddot
        {
            offset = -0.0010 0.1366 0.0394,
            rotate = -180.0000 0.0000 -180.0000,
            scale = 0.7500,
        }

        attachment world
        {
            offset = 0.0120 0.1500 0.0000,
            rotate = 180.0000 0.0000 180.0000,
        }
    }
	model VarmintRifle
    {
        mesh = weapons/firearm/MSR700_Rifle,

        attachment CS2_Scope
        {
            offset = 0.0000 0.1056 0.0485,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Laser
        {
            offset = -0.0179 0.2021 0.0151,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Light
        {
            offset = 0.0181 0.2101 0.0157,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Grip
        {
            offset = 0.0000 0.1994 0.0081,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Canon
        {
            offset = 0.0000 0.4388 0.0269,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment bayonet
        {
            offset = 0.0000 0.3179 0.0092,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment muzzle
        {
            offset = 0.0000 0.4472 0.0267,
            rotate = -90.0000 0.0000 180.0000,
        }

        attachment bayonnet
        {
            offset = 0.0000 0.3510 0.0160,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment scope
        {
            offset = 0.0000 0.0775 0.0450,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment scope2
        {
            offset = -0.0010 0.0572 0.0466,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment recoilpad
        {
            offset = 0.0000 -0.1650 -0.0270,
            rotate = 0.0000 0.0000 0.0000,
            scale = 1.1172,
        }

        attachment reddot
        {
            offset = -0.0010 0.1575 0.0347,
            rotate = -180.0000 0.0000 -180.0000,
            scale = 0.7400,
        }

        attachment world
        {
            offset = 0.0110 0.1600 0.0000,
            rotate = 180.0000 0.0000 180.0000,
        }
    }
	model JS14_Rifle
    {
        mesh = weapons/firearm/JS14,

        attachment CS2_Scope
        {
            offset = 0.0000 0.0973 0.0572,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Laser
        {
            offset = -0.0153 0.2057 0.0202,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Light
        {
            offset = 0.0175 0.1891 0.0186,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Grip
        {
            offset = 0.0000 0.1740 0.0089,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Canon
        {
            offset = 0.0000 0.3829 0.0354,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment muzzle
        {
            offset = 0.0000 0.3822 0.0321,
            rotate = -90.0000 0.0000 -180.0000,
        }

        attachment reddot
        {
            offset = 0.0010 0.1196 0.0439,
            rotate = -180.0000 0.0000 -0.0000,
            scale = 0.7500,
        }

        attachment scope
        {
            offset = -0.0000 0.0443 0.0546,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment scope2
        {
            offset = 0.0000 0.0346 0.0573,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment laser
        {
            offset = 0.0000 0.2122 0.0010,
            rotate = 180.0000 0.0000 180.0000,
        }

        attachment world
        {
            offset = 0.0200 0.1300 0.0000,
            rotate = 180.0000 0.0000 180.0000,
        }
    }
	model JS3T_Shotgun
    {
        mesh = weapons/firearm/JS-3T_Tactical_Shotgun,

        attachment CS2_Scope
        {
            offset = 0.0000 0.0787 0.0480,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Laser
        {
            offset = -0.0169 0.2798 0.0080,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Light
        {
            offset = 0.0178 0.2469 0.0096,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Grip
        {
            offset = 0.0000 0.2066 0.0005,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Canon
        {
            offset = 0.0000 0.3740 0.0255,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment muzzle
        {
            offset = 0.0000 0.3822 0.0250,
            rotate = -90.0000 0.0000 -180.0000,
        }

        attachment reddot
        {
            offset = 0.0000 0.1132 0.0362,
            rotate = -180.0000 0.0000 -0.0000,
            scale = 0.6637,
        }

        attachment world
        {
            offset = 0.0200 0.1300 0.0000,
            rotate = 180.0000 0.0000 180.0000,
        }
    }
	model L92_Carbine
    {
        mesh = weapons/firearm/L92_Carbine,

        attachment CS2_Scope
        {
            offset = 0.0000 0.0844 0.0491,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Laser
        {
            offset = -0.0171 0.2547 0.0139,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Light
        {
            offset = 0.0161 0.2372 0.0149,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Grip
        {
            offset = 0.0000 0.1596 0.0076,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Canon
        {
            offset = 0.0000 0.3975 0.0275,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment muzzle
        {
            offset = 0.0000 0.3866 0.0263,
            rotate = -90.0000 0.0000 -180.0000,
        }

        attachment world
        {
            offset = 0.0200 0.1300 0.0000,
            rotate = 180.0000 0.0000 180.0000,
        }
    }
	model L94_Rifle
    {
        mesh = weapons/firearm/L92_Carbine,
                attachment CS2_Scope
        {
            offset = 0.0000 0.0234 0.0686,
            rotate = 0.0000 0.0000 0.0000,
        }
        attachment CS2_Laser
        {
            offset = -0.0231 0.2049 0.0224,
            rotate = 0.0000 0.0000 0.0000
        }
        attachment CS2_Light
        {
            offset = 0.0241 0.2101 0.0234,
            rotate = 0.0000 0.0000 0.0000
        }
        attachment CS2_Grip
        {
            offset = 0.0000 0.1744 0.0073,
            rotate = 0.0000 0.0000 0.0000
        }
        attachment CS2_Canon
        {
            offset = 0.0000 0.3643 0.0237,
            rotate = 0.0000 0.0000 0.0000
        }texture = weapons/firearm/L94_Rifle,
        attachment muzzle
        {
            offset = 0.0 0.3866 0.0263,
            rotate = -90.0 0.0 -180.0,
        }
        attachment world
        {
            offset = 0.02 0.13 0.0,
            rotate = 180.0 0.0 180.0,
        }
    }
	model Trapper_Carbine
    {
        mesh = weapons/firearm/T_Carabine,

        attachment CS2_Scope
        {
            offset = 0.0000 0.0391 0.0468,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Laser
        {
            offset = -0.0136 0.1687 0.0105,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Light
        {
            offset = 0.0133 0.1572 0.0115,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Grip
        {
            offset = 0.0000 0.1930 0.0057,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Canon
        {
            offset = 0.0000 0.3450 0.0208,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment muzzle
        {
            offset = 0.0000 0.3530 0.0210,
            rotate = -90.0000 0.0000 -180.0000,
        }

        attachment reddot
        {
            offset = 0.0010 0.0864 0.0342,
            rotate = -180.0000 0.0000 -0.0000,
            scale = 0.7500,
        }

        attachment scope
        {
            offset = -0.0000 0.0207 0.0423,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment scope2
        {
            offset = 0.0000 0.0247 0.0441,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment laser
        {
            offset = 0.0000 0.2157 -0.0012,
            rotate = 180.0000 0.0000 180.0000,
        }

        attachment world
        {
            offset = 0.0200 0.1300 0.0000,
            rotate = 180.0000 0.0000 180.0000,
        }
    }
    model AssaultRifle02
    {
        mesh = weapons/firearm/AssaultRifle02,

        attachment CS2_Scope
        {
            offset = 0.0000 0.1251 0.0503,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Laser
        {
            offset = -0.0199 0.2301 0.0156,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Light
        {
            offset = 0.0208 0.2196 0.0170,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Grip
        {
            offset = 0.0000 0.2011 0.0043,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Canon
        {
            offset = 0.0000 0.3873 0.0314,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment muzzle
        {
            offset = 0.0000 0.4270 0.0310,
            rotate = -90.0000 0.0000 -180.0000,
        }

        attachment scope
        {
            offset = -0.0050 0.0350 0.0780,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment scope2
        {
            offset = 0.0000 0.0210 0.0610,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment recoilpad
        {
            offset = 0.0000 -0.1450 0.0050,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment reddot
        {
            offset = 0.0010 0.0150 0.0670,
            rotate = 179.0000 0.0000 -180.0000,
        }

        attachment laser
        {
            offset = 0.0000 0.2340 0.0020,
            rotate = 180.0000 0.0000 180.0000,
        }

        attachment world
        {
            offset = 0.0156 0.1500 0.0000,
            rotate = 180.0000 0.0000 180.0000,
        }
    }
	model M14
    {
        mesh = weapons/firearm/M14_Rifle,

        attachment CS2_Scope
        {
            offset = 0.0000 0.1044 0.0553,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Laser
        {
            offset = -0.0176 0.2500 0.0219,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Light
        {
            offset = 0.0168 0.2497 0.0234,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Grip
        {
            offset = 0.0000 0.2077 0.0089,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Canon
        {
            offset = 0.0000 0.4530 0.0306,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment muzzle
        {
            offset = 0.0000 0.4955 0.0310,
            rotate = -90.0000 0.0000 -180.0000,
        }

        attachment scope
        {
            offset = -0.0000 0.1265 0.0529,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment scope2
        {
            offset = 0.0000 0.1139 0.0551,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment recoilpad
        {
            offset = 0.0000 -0.1415 -0.0198,
            rotate = 4.5736 0.0000 0.0000,
            scale = 1.0450,
        }

        attachment reddot
        {
            offset = 0.0000 0.1340 0.0430,
            rotate = 180.0000 0.0000 -180.0000,
            scale = 0.8000,
        }

        attachment laser
        {
            offset = 0.0000 0.3275 0.0050,
            rotate = 180.0000 0.0000 180.0000,
        }

        attachment world
        {
            offset = 0.0143 0.1800 0.0000,
            rotate = 180.0000 0.0000 180.0000,
        }
    }
    model ShotgunSawnOff
    {
        mesh = weapons/firearm/PumpAction_Shotgun_Sawn,
        texture = weapons/firearm/PumpAction_Shotgun,

        attachment CS2_Scope
        {
            offset = 0.0000 0.0608 0.0514,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Laser
        {
            offset = -0.0166 0.2283 0.0110,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Light
        {
            offset = 0.0157 0.2285 0.0112,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Grip
        {
            offset = 0.0000 0.2286 0.0009,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Canon
        {
            offset = 0.0000 0.3159 0.0272,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment muzzle
        {
            offset = 0.0000 0.3200 0.0300,
            rotate = -90.0000 0.0000 0.0000,
        }

        attachment scope
        {
            offset = 0.0000 0.0500 0.0528,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment scope2
        {
            offset = 0.0000 0.0530 0.0498,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment recoilpad
        {
            offset = 0.0000 -0.1540 -0.0410,
            rotate = 10.0000 0.0000 0.0000,
            scale = 1.1300,
        }

        attachment world
        {
            offset = 0.0152 0.1000 0.0000,
            rotate = 180.0000 0.0000 180.0000,
        }
    }
    model DoubleBarrelShotgun
    {
        mesh = weapons/firearm/JS_2000,
        texture = weapons/firearm/DoubleBarrelShotgun,

        attachment CS2_Scope
        {
            offset = 0.0000 0.1063 0.0489,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Laser
        {
            offset = -0.0166 0.1911 0.0131,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Light
        {
            offset = 0.0176 0.1644 0.0114,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Grip
        {
            offset = 0.0000 0.1744 0.0027,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Canon
        {
            offset = 0.0000 0.4673 0.0271,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment muzzle
        {
            offset = 0.0000 0.4707 0.0205,
            rotate = -90.0000 0.0000 0.0000,
        }

        attachment recoilpad
        {
            offset = 0.0000 -0.1604 -0.0420,
            rotate = 10.0000 0.0000 0.0000,
            scale = 1.2204,
        }

        attachment world
        {
            offset = 0.0143 0.2000 0.0000,
            rotate = 180.0000 0.0000 180.0000,
        }

        attachment Bip01_Prop2
        {
            offset = 0.0000 0.0000 0.0000,
            rotate = 180.0000 0.0000 180.0000,
        }
    }
    model ShotgunDoubleBarrelSawn
    {
        mesh = weapons/firearm/JS_2000_Sawn,
        texture = weapons/firearm/DoubleBarrelShotgun,

        attachment CS2_Scope
        {
            offset = 0.0000 0.0234 0.0686,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Laser
        {
            offset = -0.0231 0.2049 0.0224,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Light
        {
            offset = 0.0241 0.2101 0.0234,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Grip
        {
            offset = 0.0000 0.1744 0.0073,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment CS2_Canon
        {
            offset = 0.0000 0.3124 0.0272,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment muzzle
        {
            offset = 0.0000 0.3138 0.0198,
            rotate = -90.0000 0.0000 0.0000,
        }

        attachment world
        {
            offset = 0.0143 0.2000 0.0000,
            rotate = 180.0000 0.0000 180.0000,
        }
    }
    model Revolver
    {
        mesh = weapons/firearm/M625_Revolver,

        attachment CS2_Canon
        {
            offset = 0.0000 0.1435 -0.0305,
            rotate = 180.0000 -0.3605 180.0000,
        }

        attachment CS2_Scope
        {
            offset = 0.0000 0.0406 -0.0530,
            rotate = 180.0000 -0.4406 180.0000,
        }

        attachment CS2_Laser
        {
            offset = -0.0016 0.0878 0.0086,
            rotate = 0.0000 88.7900 0.0000,
            scale = 0.7900,
        }

        attachment CS2_Light
        {
            offset = 0.0000 0.0675 0.0041,
            rotate = 180.0000 -89.8231 180.0000,
            scale = 0.8650,
        }

        attachment muzzle
        {
            offset = 0.0000 0.1444 -0.0290,
            rotate = -90.0000 0.0000 0.0000,
        }

        attachment scope
        {
            offset = 0.0000 0.0573 -0.0502,
            rotate = -180.0000 0.0000 -180.0000,
            scale = 0.8450,
        }

        attachment reddot
        {
            offset = 0.0006 0.0670 -0.0386,
            rotate = 1.0000 1.0000 1.0000,
            scale = 0.5363,
        }

        attachment world
        {
            offset = -0.0136 0.0690 0.0000,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment Bip01_Prop2
        {
            offset = -0.0542 0.0363 0.0009,
            rotate = 90.0038 0.2177 -90.9911,
        }
    }
	model Revolver_Long
    {
        mesh = weapons/firearm/Magnum_Revolver,

        attachment CS2_Canon
        {
            offset = 0.0000 0.1721 -0.0277,
            rotate = 180.0000 -0.3605 180.0000,
        }

        attachment CS2_Scope
        {
            offset = 0.0000 0.0364 -0.0502,
            rotate = 180.0000 -0.4406 180.0000,
        }

        attachment CS2_Laser
        {
            offset = -0.0016 0.0878 0.0086,
            rotate = 0.0000 88.7900 0.0000,
            scale = 0.7900,
        }

        attachment CS2_Light
        {
            offset = 0.0000 0.0675 0.0041,
            rotate = 180.0000 -89.8231 180.0000,
            scale = 0.8650,
        }

        attachment muzzle
        {
            offset = 0.0000 0.1734 -0.0280,
            rotate = -90.0000 0.0000 0.0000,
        }

        attachment scope
        {
            offset = 0.0000 0.0670 -0.0460,
            rotate = 0.0000 180.0000 0.0000,
        }

        attachment reddot
        {
            offset = 0.0000 0.0670 -0.0370,
            rotate = 0.0000 0.0000 0.0000,
            scale = 0.6039,
        }

        attachment world
        {
            offset = -0.0128 0.0810 0.0000,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment Bip01_Prop2
        {
            offset = -0.0542 0.0363 0.0009,
            rotate = 90.0038 0.2177 -90.9911,
        }
    }
	model Revolver_Short
    {
        mesh = weapons/firearm/M36_Revolver,

        attachment CS2_Canon
        {
            offset = 0.0000 0.1118 -0.0272,
            rotate = 180.0000 -0.3605 180.0000,
        }

        attachment CS2_Scope
        {
            offset = 0.0000 0.0386 -0.0401,
            rotate = 180.0000 -0.4406 180.0000,
        }

        attachment CS2_Laser
        {
            offset = -0.0016 0.0878 0.0086,
            rotate = 0.0000 88.7900 0.0000,
            scale = 0.7900,
        }

        attachment CS2_Light
        {
            offset = 0.0000 0.0675 0.0041,
            rotate = 180.0000 -89.8231 180.0000,
            scale = 0.8650,
        }

        attachment muzzle
        {
            offset = 0.0000 0.1129 -0.0271,
            rotate = -90.0000 0.0000 0.0000,
        }

        attachment scope
        {
            offset = 0.0000 0.0464 -0.0452,
            rotate = 180.0000 -0.2502 180.0000,
            scale = 0.8900,
        }

        attachment world
        {
            offset = -0.0119 0.0580 0.0000,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment Bip01_Prop2
        {
            offset = -0.0542 0.0363 0.0009,
            rotate = 90.0038 0.2177 -90.9911,
        }
    }
    model Handgun02
    {
        mesh = weapons/firearm/1911_Pistol,

        attachment CS2_Canon
        {
            offset = 0.0000 0.1401 -0.0224,
            rotate = 180.0000 -0.3605 180.0000,
        }

        attachment CS2_Scope
        {
            offset = 0.0000 0.0176 -0.0356,
            rotate = 180.0000 -0.4406 180.0000,
        }

        attachment CS2_Laser
        {
            offset = -0.0016 0.0878 0.0009,
            rotate = 0.0000 88.7900 0.0000,
            scale = 0.7900,
        }

        attachment CS2_Light
        {
            offset = 0.0000 0.0675 -0.0010,
            rotate = 180.0000 -89.8231 180.0000,
            scale = 0.8650,
        }

        attachment muzzle
        {
            offset = 0.0000 0.1432 -0.0225,
            rotate = -90.0000 0.0000 0.0000,
        }

        attachment reddot
        {
            offset = 0.0010 0.0571 -0.0358,
            rotate = 1.0000 1.0000 1.0000,
            scale = 0.8600,
        }

        attachment gunlight
        {
            offset = 0.0000 0.0997 0.0132,
            rotate = 0.0000 0.0000 0.0000,
            scale = 0.7750,
        }

        attachment scope
        {
            offset = 0.0000 0.0380 -0.0426,
            rotate = 180.0000 0.0000 180.0000,
        }

        attachment laser
        {
            offset = 0.0000 0.0900 0.0080,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment world
        {
            offset = 0.0000 0.0900 0.0080,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment Bip01_Prop2
        {
            offset = -0.0338 0.0424 0.0000,
            rotate = 90.0008 1.1964 -90.0396,
        }
    }
	model Handgun03
    {
        mesh = weapons/firearm/M9_Pistol,

        attachment CS2_Canon
        {
            offset = 0.0000 0.1390 -0.0276,
            rotate = 180.0000 -0.3605 180.0000,
        }

        attachment CS2_Scope
        {
            offset = 0.0000 0.0213 -0.0394,
            rotate = 180.0000 -0.4406 180.0000,
        }

        attachment CS2_Laser
        {
            offset = -0.0016 0.0904 -0.0021,
            rotate = 0.0000 88.7900 0.0000,
            scale = 0.7900,
        }

        attachment CS2_Light
        {
            offset = 0.0000 0.0645 -0.0060,
            rotate = 180.0000 -89.8231 180.0000,
            scale = 0.8650,
        }

        attachment muzzle
        {
            offset = 0.0000 0.1443 -0.0279,
            rotate = -90.0000 0.0000 0.0000,
        }

        attachment reddot
        {
            offset = 0.0010 0.0440 -0.0400,
            rotate = 1.0000 1.0000 1.0000,
            scale = 0.8500,
        }

        attachment gunlight
        {
            offset = 0.0000 0.0929 0.0030,
            rotate = 0.0000 0.0000 0.0000,
            scale = 0.6699,
        }

        attachment scope
        {
            offset = 0.0000 0.0503 -0.0458,
            rotate = 180.0000 0.0000 -180.0000,
        }

        attachment laser
        {
            offset = 0.0000 0.0915 -0.0053,
            rotate = 0.0000 0.0000 0.0000,
            scale = 0.8750,
        }

        attachment world
        {
            offset = -0.0090 0.0620 0.0000,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment Bip01_Prop2
        {
            offset = -0.0338 0.0424 0.0000,
            rotate = 90.0008 1.1964 -90.0396,
        }
    }

    item AssaultRifle2
    {
        ModelWeaponPart = CS2Firearms.EOTECH_2x CS2Firearms.EOTECH_2x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Razor_1x CS2Firearms.Razor_1x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Micro_2x CS2Firearms.Micro_2x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.ACOG_4x CS2Firearms.ACOG_4x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.SB_2_8x CS2Firearms.SB_2_8x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Vortex_8x CS2Firearms.Vortex_8x CS2_Scope CS2_Scope,

        ModelWeaponPart = CS2Firearms.Anpeq_15_Laser CS2Firearms.Anpeq_15_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.Anpeq_2_Laser CS2Firearms.Anpeq_2_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.SunfireTacticalLight CS2Firearms.SunfireTacticalLight CS2_Light CS2_Light,

        ModelWeaponPart = CS2Firearms.AngularGrip CS2Firearms.AngularGrip CS2_Grip CS2_Grip,
        ModelWeaponPart = CS2Firearms.TacticalGrip CS2Firearms.TacticalGrip CS2_Grip CS2_Grip,
        ModelWeaponPart = CS2Firearms.Bipod CS2Firearms.Bipod CS2_Grip CS2_Grip,

        ModelWeaponPart = CS2Firearms.SupressorSlim CS2Firearms.SupressorSlim CS2_Canon CS2_Canon,
        ModelWeaponPart = CS2Firearms.SupressorBulk SupressorBulk CS2_Canon CS2_Canon,
        ModelWeaponPart = CS2Firearms.SupressorOsprey CS2Firearms.SupressorOsprey CS2_Canon CS2_Canon,
    }

    item Pistol2
    {
        ModelWeaponPart = CS2Firearms.Razor_1x CS2Firearms.Razor_1x CS2_Scope CS2_Scope,

        ModelWeaponPart = CS2Firearms.Anpeq_15_Laser CS2Firearms.Anpeq_15_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.Anpeq_2_Laser CS2Firearms.Anpeq_2_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.SunfireTacticalLight CS2Firearms.SunfireTacticalLight CS2_Light CS2_Light,

        ModelWeaponPart = CS2Firearms.SupressorSlim SupressorSlim CS2_Canon CS2_Canon,
        ModelWeaponPart = CS2Firearms.SupressorBulk SupressorBulk CS2_Canon CS2_Canon,
        ModelWeaponPart = CS2Firearms.SupressorOsprey CS2Firearms.SupressorOsprey CS2_Canon CS2_Canon,
    }

    item Pistol
    {
        ModelWeaponPart = CS2Firearms.Razor_1x CS2Firearms.Razor_1x CS2_Scope CS2_Scope,

        ModelWeaponPart = CS2Firearms.Anpeq_15_Laser CS2Firearms.Anpeq_15_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.Anpeq_2_Laser CS2Firearms.Anpeq_2_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.SunfireTacticalLight CS2Firearms.SunfireTacticalLight CS2_Light CS2_Light,

        ModelWeaponPart = CS2Firearms.SupressorSlim SupressorSlim CS2_Canon CS2_Canon,
        ModelWeaponPart = CS2Firearms.SupressorBulk SupressorBulk CS2_Canon CS2_Canon,
        ModelWeaponPart = CS2Firearms.SupressorOsprey CS2Firearms.SupressorOsprey CS2_Canon CS2_Canon,
    }

    item Revolver_Long
    {
        ModelWeaponPart = CS2Firearms.Razor_1x CS2Firearms.Razor_1x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Micro_2x CS2Firearms.Micro_2x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.ACOG_4x CS2Firearms.ACOG_4x CS2_Scope CS2_Scope,

        ModelWeaponPart = CS2Firearms.SupressorBulk SupressorBulk CS2_Canon CS2_Canon,
        ModelWeaponPart = CS2Firearms.SupressorOsprey CS2Firearms.SupressorOsprey CS2_Canon CS2_Canon,
    }

    item Revolver
    {
        ModelWeaponPart = CS2Firearms.Razor_1x CS2Firearms.Razor_1x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Micro_2x CS2Firearms.Micro_2x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.ACOG_4x CS2Firearms.ACOG_4x CS2_Scope CS2_Scope,

        ModelWeaponPart = CS2Firearms.SupressorBulk SupressorBulk CS2_Canon CS2_Canon,
        ModelWeaponPart = CS2Firearms.SupressorOsprey CS2Firearms.SupressorOsprey CS2_Canon CS2_Canon,
    }

    item Revolver_Short
    {
        ModelWeaponPart = CS2Firearms.Razor_1x CS2Firearms.Razor_1x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Micro_2x CS2Firearms.Micro_2x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.ACOG_4x CS2Firearms.ACOG_4x CS2_Scope CS2_Scope,

        ModelWeaponPart = CS2Firearms.SupressorBulk SupressorBulk CS2_Canon CS2_Canon,
        ModelWeaponPart = CS2Firearms.SupressorOsprey CS2Firearms.SupressorOsprey CS2_Canon CS2_Canon,
    }

    item DoubleBarrelShotgun
    {
        ModelWeaponPart = CS2Firearms.EOTECH_2x CS2Firearms.EOTECH_2x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Razor_1x CS2Firearms.Razor_1x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Micro_2x CS2Firearms.Micro_2x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.ACOG_4x CS2Firearms.ACOG_4x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.SB_2_8x CS2Firearms.SB_2_8x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Vortex_8x CS2Firearms.Vortex_8x CS2_Scope CS2_Scope,

        ModelWeaponPart = CS2Firearms.Anpeq_15_Laser CS2Firearms.Anpeq_15_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.Anpeq_2_Laser CS2Firearms.Anpeq_2_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.SunfireTacticalLight CS2Firearms.SunfireTacticalLight CS2_Light CS2_Light,

        ModelWeaponPart = CS2Firearms.AngularGrip CS2Firearms.AngularGrip CS2_Grip CS2_Grip,
        ModelWeaponPart = CS2Firearms.TacticalGrip CS2Firearms.TacticalGrip CS2_Grip CS2_Grip,

        ModelWeaponPart = CS2Firearms.SupressorBulk SupressorBulk CS2_Canon CS2_Canon,
        ModelWeaponPart = CS2Firearms.SupressorOsprey CS2Firearms.SupressorOsprey CS2_Canon CS2_Canon,
    }

    item Shotgun
    {
        ModelWeaponPart = CS2Firearms.EOTECH_2x CS2Firearms.EOTECH_2x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Razor_1x CS2Firearms.Razor_1x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Micro_2x CS2Firearms.Micro_2x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.ACOG_4x CS2Firearms.ACOG_4x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.SB_2_8x CS2Firearms.SB_2_8x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Vortex_8x CS2Firearms.Vortex_8x CS2_Scope CS2_Scope,

        ModelWeaponPart = CS2Firearms.Anpeq_15_Laser CS2Firearms.Anpeq_15_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.Anpeq_2_Laser CS2Firearms.Anpeq_2_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.SunfireTacticalLight CS2Firearms.SunfireTacticalLight CS2_Light CS2_Light,

        ModelWeaponPart = CS2Firearms.AngularGrip CS2Firearms.AngularGrip CS2_Grip CS2_Grip,
        ModelWeaponPart = CS2Firearms.TacticalGrip CS2Firearms.TacticalGrip CS2_Grip CS2_Grip,

        ModelWeaponPart = CS2Firearms.SupressorBulk SupressorBulk CS2_Canon CS2_Canon,
        ModelWeaponPart = CS2Firearms.SupressorOsprey CS2Firearms.SupressorOsprey CS2_Canon CS2_Canon,
    }

    item JS3T_Shotgun
    {
        ModelWeaponPart = CS2Firearms.EOTECH_2x CS2Firearms.EOTECH_2x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Razor_1x CS2Firearms.Razor_1x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Micro_2x CS2Firearms.Micro_2x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.ACOG_4x CS2Firearms.ACOG_4x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.SB_2_8x CS2Firearms.SB_2_8x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Vortex_8x CS2Firearms.Vortex_8x CS2_Scope CS2_Scope,

        ModelWeaponPart = CS2Firearms.Anpeq_15_Laser CS2Firearms.Anpeq_15_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.Anpeq_2_Laser CS2Firearms.Anpeq_2_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.SunfireTacticalLight CS2Firearms.SunfireTacticalLight CS2_Light CS2_Light,

        ModelWeaponPart = CS2Firearms.AngularGrip CS2Firearms.AngularGrip CS2_Grip CS2_Grip,
        ModelWeaponPart = CS2Firearms.TacticalGrip CS2Firearms.TacticalGrip CS2_Grip CS2_Grip,

        ModelWeaponPart = CS2Firearms.SupressorBulk SupressorBulk CS2_Canon CS2_Canon,
        ModelWeaponPart = CS2Firearms.SupressorOsprey CS2Firearms.SupressorOsprey CS2_Canon CS2_Canon,
    }

    item DoubleBarrelShotgunSawnoff
    {
        ModelWeaponPart = CS2Firearms.EOTECH_2x CS2Firearms.EOTECH_2x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Razor_1x CS2Firearms.Razor_1x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Micro_2x CS2Firearms.Micro_2x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.ACOG_4x CS2Firearms.ACOG_4x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.SB_2_8x CS2Firearms.SB_2_8x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Vortex_8x CS2Firearms.Vortex_8x CS2_Scope CS2_Scope,

        ModelWeaponPart = CS2Firearms.Anpeq_15_Laser CS2Firearms.Anpeq_15_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.Anpeq_2_Laser CS2Firearms.Anpeq_2_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.SunfireTacticalLight CS2Firearms.SunfireTacticalLight CS2_Light CS2_Light,

        ModelWeaponPart = CS2Firearms.AngularGrip CS2Firearms.AngularGrip CS2_Grip CS2_Grip,
        ModelWeaponPart = CS2Firearms.TacticalGrip CS2Firearms.TacticalGrip CS2_Grip CS2_Grip,

        ModelWeaponPart = CS2Firearms.SupressorBulk SupressorBulk CS2_Canon CS2_Canon,
        ModelWeaponPart = CS2Firearms.SupressorOsprey CS2Firearms.SupressorOsprey CS2_Canon CS2_Canon,
    }

    item ShotgunSawnoff
    {
        ModelWeaponPart = CS2Firearms.EOTECH_2x CS2Firearms.EOTECH_2x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Razor_1x CS2Firearms.Razor_1x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Micro_2x CS2Firearms.Micro_2x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.ACOG_4x CS2Firearms.ACOG_4x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.SB_2_8x CS2Firearms.SB_2_8x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Vortex_8x CS2Firearms.Vortex_8x CS2_Scope CS2_Scope,

        ModelWeaponPart = CS2Firearms.Anpeq_15_Laser CS2Firearms.Anpeq_15_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.Anpeq_2_Laser CS2Firearms.Anpeq_2_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.SunfireTacticalLight CS2Firearms.SunfireTacticalLight CS2_Light CS2_Light,

        ModelWeaponPart = CS2Firearms.AngularGrip CS2Firearms.AngularGrip CS2_Grip CS2_Grip,
        ModelWeaponPart = CS2Firearms.TacticalGrip CS2Firearms.TacticalGrip CS2_Grip CS2_Grip,

        ModelWeaponPart = CS2Firearms.SupressorBulk SupressorBulk CS2_Canon CS2_Canon,
        ModelWeaponPart = CS2Firearms.SupressorOsprey CS2Firearms.SupressorOsprey CS2_Canon CS2_Canon,
    }

    item JS14_Rifle
    {
        ModelWeaponPart = CS2Firearms.EOTECH_2x CS2Firearms.EOTECH_2x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Razor_1x CS2Firearms.Razor_1x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Micro_2x CS2Firearms.Micro_2x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.ACOG_4x CS2Firearms.ACOG_4x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.SB_2_8x CS2Firearms.SB_2_8x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Vortex_8x CS2Firearms.Vortex_8x CS2_Scope CS2_Scope,

        ModelWeaponPart = CS2Firearms.Anpeq_15_Laser CS2Firearms.Anpeq_15_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.Anpeq_2_Laser CS2Firearms.Anpeq_2_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.SunfireTacticalLight CS2Firearms.SunfireTacticalLight CS2_Light CS2_Light,

        ModelWeaponPart = CS2Firearms.AngularGrip CS2Firearms.AngularGrip CS2_Grip CS2_Grip,
        ModelWeaponPart = CS2Firearms.TacticalGrip CS2Firearms.TacticalGrip CS2_Grip CS2_Grip,
        ModelWeaponPart = CS2Firearms.Bipod CS2Firearms.Bipod CS2_Grip CS2_Grip,

        ModelWeaponPart = CS2Firearms.SupressorSlim CS2Firearms.SupressorSlim CS2_Canon CS2_Canon,
        ModelWeaponPart = CS2Firearms.SupressorBulk SupressorBulk CS2_Canon CS2_Canon,
        ModelWeaponPart = CS2Firearms.SupressorOsprey CS2Firearms.SupressorOsprey CS2_Canon CS2_Canon,
    }

    item L92_Carbine
    {
        ModelWeaponPart = CS2Firearms.EOTECH_2x CS2Firearms.EOTECH_2x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Razor_1x CS2Firearms.Razor_1x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Micro_2x CS2Firearms.Micro_2x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.ACOG_4x CS2Firearms.ACOG_4x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.SB_2_8x CS2Firearms.SB_2_8x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Vortex_8x CS2Firearms.Vortex_8x CS2_Scope CS2_Scope,

        ModelWeaponPart = CS2Firearms.Anpeq_15_Laser CS2Firearms.Anpeq_15_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.Anpeq_2_Laser CS2Firearms.Anpeq_2_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.SunfireTacticalLight CS2Firearms.SunfireTacticalLight CS2_Light CS2_Light,

        ModelWeaponPart = CS2Firearms.AngularGrip CS2Firearms.AngularGrip CS2_Grip CS2_Grip,
        ModelWeaponPart = CS2Firearms.TacticalGrip CS2Firearms.TacticalGrip CS2_Grip CS2_Grip,
        ModelWeaponPart = CS2Firearms.Bipod CS2Firearms.Bipod CS2_Grip CS2_Grip,

        ModelWeaponPart = CS2Firearms.SupressorSlim CS2Firearms.SupressorSlim CS2_Canon CS2_Canon,
        ModelWeaponPart = CS2Firearms.SupressorBulk SupressorBulk CS2_Canon CS2_Canon,
        ModelWeaponPart = CS2Firearms.SupressorOsprey CS2Firearms.SupressorOsprey CS2_Canon CS2_Canon,
    }
    item L94_Rifle
    {
        ModelWeaponPart = CS2Firearms.EOTECH_2x CS2Firearms.EOTECH_2x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Razor_1x CS2Firearms.Razor_1x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Micro_2x CS2Firearms.Micro_2x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.ACOG_4x CS2Firearms.ACOG_4x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.SB_2_8x CS2Firearms.SB_2_8x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Vortex_8x CS2Firearms.Vortex_8x CS2_Scope CS2_Scope,

        ModelWeaponPart = CS2Firearms.Anpeq_15_Laser CS2Firearms.Anpeq_15_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.Anpeq_2_Laser CS2Firearms.Anpeq_2_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.SunfireTacticalLight CS2Firearms.SunfireTacticalLight CS2_Light CS2_Light,

        ModelWeaponPart = CS2Firearms.AngularGrip CS2Firearms.AngularGrip CS2_Grip CS2_Grip,
        ModelWeaponPart = CS2Firearms.TacticalGrip CS2Firearms.TacticalGrip CS2_Grip CS2_Grip,
        ModelWeaponPart = CS2Firearms.Bipod CS2Firearms.Bipod CS2_Grip CS2_Grip,

        ModelWeaponPart = CS2Firearms.SupressorSlim CS2Firearms.SupressorSlim CS2_Canon CS2_Canon,
        ModelWeaponPart = CS2Firearms.SupressorBulk SupressorBulk CS2_Canon CS2_Canon,
        ModelWeaponPart = CS2Firearms.SupressorOsprey CS2Firearms.SupressorOsprey CS2_Canon CS2_Canon,
    }
    item AssaultRifle
    {
        ModelWeaponPart = CS2Firearms.EOTECH_2x CS2Firearms.EOTECH_2x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Razor_1x CS2Firearms.Razor_1x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Micro_2x CS2Firearms.Micro_2x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.ACOG_4x CS2Firearms.ACOG_4x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.SB_2_8x CS2Firearms.SB_2_8x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Vortex_8x CS2Firearms.Vortex_8x CS2_Scope CS2_Scope,

        ModelWeaponPart = CS2Firearms.Anpeq_15_Laser CS2Firearms.Anpeq_15_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.Anpeq_2_Laser CS2Firearms.Anpeq_2_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.SunfireTacticalLight CS2Firearms.SunfireTacticalLight CS2_Light CS2_Light,

        ModelWeaponPart = CS2Firearms.AngularGrip CS2Firearms.AngularGrip CS2_Grip CS2_Grip,
        ModelWeaponPart = CS2Firearms.TacticalGrip CS2Firearms.TacticalGrip CS2_Grip CS2_Grip,
        ModelWeaponPart = CS2Firearms.Bipod CS2Firearms.Bipod CS2_Grip CS2_Grip,

        ModelWeaponPart = CS2Firearms.SupressorSlim CS2Firearms.SupressorSlim CS2_Canon CS2_Canon,
        ModelWeaponPart = CS2Firearms.SupressorBulk SupressorBulk CS2_Canon CS2_Canon,
        ModelWeaponPart = CS2Firearms.SupressorOsprey CS2Firearms.SupressorOsprey CS2_Canon CS2_Canon,
    }
    item AssaultRifle2
    {
        ModelWeaponPart = CS2Firearms.EOTECH_2x CS2Firearms.EOTECH_2x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Razor_1x CS2Firearms.Razor_1x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Micro_2x CS2Firearms.Micro_2x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.ACOG_4x CS2Firearms.ACOG_4x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.SB_2_8x CS2Firearms.SB_2_8x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Vortex_8x CS2Firearms.Vortex_8x CS2_Scope CS2_Scope,

        ModelWeaponPart = CS2Firearms.Anpeq_15_Laser CS2Firearms.Anpeq_15_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.Anpeq_2_Laser CS2Firearms.Anpeq_2_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.SunfireTacticalLight CS2Firearms.SunfireTacticalLight CS2_Light CS2_Light,

        ModelWeaponPart = CS2Firearms.AngularGrip CS2Firearms.AngularGrip CS2_Grip CS2_Grip,
        ModelWeaponPart = CS2Firearms.TacticalGrip CS2Firearms.TacticalGrip CS2_Grip CS2_Grip,
        ModelWeaponPart = CS2Firearms.Bipod CS2Firearms.Bipod CS2_Grip CS2_Grip,

        ModelWeaponPart = CS2Firearms.SupressorSlim CS2Firearms.SupressorSlim CS2_Canon CS2_Canon,
        ModelWeaponPart = CS2Firearms.SupressorBulk SupressorBulk CS2_Canon CS2_Canon,
        ModelWeaponPart = CS2Firearms.SupressorOsprey CS2Firearms.SupressorOsprey CS2_Canon CS2_Canon,
    }
    item VarmintRifle
    {
        ModelWeaponPart = CS2Firearms.EOTECH_2x CS2Firearms.EOTECH_2x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Razor_1x CS2Firearms.Razor_1x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Micro_2x CS2Firearms.Micro_2x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.ACOG_4x CS2Firearms.ACOG_4x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.SB_2_8x CS2Firearms.SB_2_8x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Vortex_8x CS2Firearms.Vortex_8x CS2_Scope CS2_Scope,

        ModelWeaponPart = CS2Firearms.Anpeq_15_Laser CS2Firearms.Anpeq_15_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.Anpeq_2_Laser CS2Firearms.Anpeq_2_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.SunfireTacticalLight CS2Firearms.SunfireTacticalLight CS2_Light CS2_Light,

        ModelWeaponPart = CS2Firearms.AngularGrip CS2Firearms.AngularGrip CS2_Grip CS2_Grip,
        ModelWeaponPart = CS2Firearms.TacticalGrip CS2Firearms.TacticalGrip CS2_Grip CS2_Grip,
        ModelWeaponPart = CS2Firearms.Bipod CS2Firearms.Bipod CS2_Grip CS2_Grip,

        ModelWeaponPart = CS2Firearms.SupressorSlim CS2Firearms.SupressorSlim CS2_Canon CS2_Canon,
        ModelWeaponPart = CS2Firearms.SupressorBulk SupressorBulk CS2_Canon CS2_Canon,
        ModelWeaponPart = CS2Firearms.SupressorOsprey CS2Firearms.SupressorOsprey CS2_Canon CS2_Canon,
    }
    item HuntingRifle
    {
        ModelWeaponPart = CS2Firearms.EOTECH_2x CS2Firearms.EOTECH_2x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Razor_1x CS2Firearms.Razor_1x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Micro_2x CS2Firearms.Micro_2x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.ACOG_4x CS2Firearms.ACOG_4x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.SB_2_8x CS2Firearms.SB_2_8x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Vortex_8x CS2Firearms.Vortex_8x CS2_Scope CS2_Scope,

        ModelWeaponPart = CS2Firearms.Anpeq_15_Laser CS2Firearms.Anpeq_15_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.Anpeq_2_Laser CS2Firearms.Anpeq_2_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.SunfireTacticalLight CS2Firearms.SunfireTacticalLight CS2_Light CS2_Light,

        ModelWeaponPart = CS2Firearms.AngularGrip CS2Firearms.AngularGrip CS2_Grip CS2_Grip,
        ModelWeaponPart = CS2Firearms.TacticalGrip CS2Firearms.TacticalGrip CS2_Grip CS2_Grip,
        ModelWeaponPart = CS2Firearms.Bipod CS2Firearms.Bipod CS2_Grip CS2_Grip,

        ModelWeaponPart = CS2Firearms.SupressorSlim CS2Firearms.SupressorSlim CS2_Canon CS2_Canon,
        ModelWeaponPart = CS2Firearms.SupressorBulk SupressorBulk CS2_Canon CS2_Canon,
        ModelWeaponPart = CS2Firearms.SupressorOsprey CS2Firearms.SupressorOsprey CS2_Canon CS2_Canon,
    }
    item MSR7T_Rifle
    {
        ModelWeaponPart = CS2Firearms.EOTECH_2x CS2Firearms.EOTECH_2x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Razor_1x CS2Firearms.Razor_1x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Micro_2x CS2Firearms.Micro_2x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.ACOG_4x CS2Firearms.ACOG_4x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.SB_2_8x CS2Firearms.SB_2_8x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Vortex_8x CS2Firearms.Vortex_8x CS2_Scope CS2_Scope,

        ModelWeaponPart = CS2Firearms.Anpeq_15_Laser CS2Firearms.Anpeq_15_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.Anpeq_2_Laser CS2Firearms.Anpeq_2_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.SunfireTacticalLight CS2Firearms.SunfireTacticalLight CS2_Light CS2_Light,

        ModelWeaponPart = CS2Firearms.AngularGrip CS2Firearms.AngularGrip CS2_Grip CS2_Grip,
        ModelWeaponPart = CS2Firearms.TacticalGrip CS2Firearms.TacticalGrip CS2_Grip CS2_Grip,
        ModelWeaponPart = CS2Firearms.Bipod CS2Firearms.Bipod CS2_Grip CS2_Grip,

        ModelWeaponPart = CS2Firearms.SupressorSlim CS2Firearms.SupressorSlim CS2_Canon CS2_Canon,
        ModelWeaponPart = CS2Firearms.SupressorBulk SupressorBulk CS2_Canon CS2_Canon,
        ModelWeaponPart = CS2Firearms.SupressorOsprey CS2Firearms.SupressorOsprey CS2_Canon CS2_Canon,
    }
    item TrapperCarbine
    {
        ModelWeaponPart = CS2Firearms.EOTECH_2x CS2Firearms.EOTECH_2x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Razor_1x CS2Firearms.Razor_1x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Micro_2x CS2Firearms.Micro_2x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.ACOG_4x CS2Firearms.ACOG_4x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.SB_2_8x CS2Firearms.SB_2_8x CS2_Scope CS2_Scope,
        ModelWeaponPart = CS2Firearms.Vortex_8x CS2Firearms.Vortex_8x CS2_Scope CS2_Scope,

        ModelWeaponPart = CS2Firearms.Anpeq_15_Laser CS2Firearms.Anpeq_15_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.Anpeq_2_Laser CS2Firearms.Anpeq_2_Laser CS2_Laser CS2_Laser,
        ModelWeaponPart = CS2Firearms.SunfireTacticalLight CS2Firearms.SunfireTacticalLight CS2_Light CS2_Light,

        ModelWeaponPart = CS2Firearms.AngularGrip CS2Firearms.AngularGrip CS2_Grip CS2_Grip,
        ModelWeaponPart = CS2Firearms.TacticalGrip CS2Firearms.TacticalGrip CS2_Grip CS2_Grip,
        ModelWeaponPart = CS2Firearms.Bipod CS2Firearms.Bipod CS2_Grip CS2_Grip,

        ModelWeaponPart = CS2Firearms.SupressorSlim CS2Firearms.SupressorSlim CS2_Canon CS2_Canon,
        ModelWeaponPart = CS2Firearms.SupressorBulk SupressorBulk CS2_Canon CS2_Canon,
        ModelWeaponPart = CS2Firearms.SupressorOsprey CS2Firearms.SupressorOsprey CS2_Canon CS2_Canon,
    }
}