module Base
{
    model DansOP_LaserRifle
    {
        mesh = weapons/firearm/DansOP_LaserRifle_Held_UVFIX812,
        texture = weapons/firearm/DansOP_LaserRifle_UVFIX812,
        scale = 0.410,
        attachment muzzle
        {
            offset = 0.2526 1.4114 0.0123,
            rotate = -90.0000 0.0000 180.0000,
        }
        attachment Bip01_Prop1
        {
            offset = 0.0000 0.0350 0.0050,
            rotate = 0.0000 0.0000 0.0000,
            scale = 1.0000,
            zoffset = 0.0200,
        }
    }

    model DansOP_LaserRifle_Ground
    {
        mesh = worlditems/DansOP_LaserRifle_Ground,
        texture = weapons/firearm/DansOP_LaserRifle_UVFIX812,
        scale = 0.375,
        attachment world
        {
            offset = 0.0000 0.0000 0.0000,
            rotate = 180.0000 0.0000 180.0000,
        }
    }

    model DansOP_LaserShotgun
    {
        mesh = weapons/firearm/DansOP_LaserShotgun_Held_UVFIX812,
        texture = weapons/firearm/DansOP_LaserShotgun_UVFIX812,
        scale = 0.350,
        attachment muzzle
        {
            offset = 0.0127 1.4114 0.0659,
            rotate = -90.0000 0.0000 180.0000,
        }
        attachment Bip01_Prop1
        {
            offset = 0.0000 0.0350 -0.0350,
            rotate = 0.0000 0.0000 0.0000,
            scale = 1.0000,
            zoffset = 0.0200,
        }
    }

    model DansOP_ScatterLaserSniper
    {
        mesh = weapons/firearm/DansOP_ScatterLaserSniper_Held_UVFIX812,
        texture = weapons/firearm/DansOP_ScatterLaserSniper_UVFIX812,
        scale = 0.390,
        attachment muzzle
        {
            offset = -0.0054 1.4114 0.0617,
            rotate = -90.0000 0.0000 180.0000,
        }
        attachment Bip01_Prop1
        {
            offset = 0.0000 0.0350 -0.0350,
            rotate = 0.0000 0.0000 0.0000,
            scale = 1.0000,
            zoffset = 0.0200,
        }
    }


    model DansOP_CannonLaserRifle
    {
        mesh = weapons/firearm/DansOP_CannonLaserRifle_Held_UVFIX812,
        texture = weapons/firearm/DansOP_CannonLaserRifle_UVFIX812,
        scale = 0.375,
        attachment muzzle
        {
            offset = 0.0267 1.4749 0.0812,
            rotate = -90.0000 0.0000 180.0000,
        }
        attachment Bip01_Prop1
        {
            offset = 0.0000 0.0350 -0.0350,
            rotate = 0.0000 0.0000 0.0000,
            scale = 1.0000,
            zoffset = 0.0200,
        }
    }

    model DansOP_CannonLaserRifle_Ground
    {
        mesh = weapons/firearm/DansOP_CannonLaserRifle_Held_UVFIX812,
        texture = weapons/firearm/DansOP_CannonLaserRifle_UVFIX812,
        scale = 0.375,
        attachment world
        {
            offset = 0.0000 0.0000 0.0000,
            rotate = 180.0000 0.0000 180.0000,
        }
    }

    model DansOP_LaserPistol
    {
        mesh = weapons/firearm/DansOP_LaserPistol_Held_UVFIX812,
        texture = weapons/firearm/DansOP_LaserPistol_UVFIX812,
        scale = 0.250,
        attachment muzzle
        {
            offset = 0.1234 0.5367 0.1325,
            rotate = -90.0000 0.0000 180.0000,
        }
        attachment Bip01_Prop1
        {
            offset = 0.0000 0.0350 -0.0350,
            rotate = 0.0000 180.0000 0.0000,
            scale = 1.0000,
            zoffset = 0.0200,
        }
    }

    model DansOP_LaserPistol_Ground
    {
        mesh = weapons/firearm/DansOP_LaserPistol_Held_UVFIX812,
        texture = weapons/firearm/DansOP_LaserPistol_UVFIX812,
        scale = 0.375,
        attachment world
        {
            offset = 0.0000 0.0000 0.0000,
            rotate = 180.0000 0.0000 180.0000,
        }
    }

    model DansOP_ScatterLaserPistol
    {
        mesh = weapons/firearm/DansOP_ScatterLaserPistol_Held_UVFIX812,
        texture = weapons/firearm/DansOP_ScatterLaserPistol_UVFIX812,
        scale = 0.375,
        attachment muzzle
        {
            offset = 0.0719 0.8773 0.1070,
            rotate = -90.0000 0.0000 180.0000,
        }
        attachment Bip01_Prop1
        {
            offset = 0.0000 0.0350 -0.0350,
            rotate = 0.0000 0.0000 0.0000,
            scale = 1.0000,
            zoffset = 0.0200,
        }
    }

    model DansOP_ScatterLaserPistol_Ground
    {
        mesh = weapons/firearm/DansOP_ScatterLaserPistol_Held_UVFIX812,
        texture = weapons/firearm/DansOP_ScatterLaserPistol_UVFIX812,
        scale = 0.375,
        attachment world
        {
            offset = 0.0000 0.0000 0.0000,
            rotate = 180.0000 0.0000 180.0000,
        }
    }

    model DansOP_LaserHandCannon
    {
        mesh = weapons/firearm/DansOP_LaserHandCannon_Held_UVFIX812,
        texture = weapons/firearm/DansOP_LaserHandCannon_UVFIX812,
        scale = 0.270,
        attachment muzzle
        {
            offset = 0.1348 0.9083 0.1879,
            rotate = -90.0000 0.0000 180.0000,
        }
        attachment Bip01_Prop1
        {
            offset = 0.0000 0.0350 -0.0350,
            rotate = 0.0000 180.0000 0.0000,
            scale = 1.0000,
            zoffset = 0.0200,
        }
    }

    model DansOP_LaserHandCannon_Ground
    {
        mesh = weapons/firearm/DansOP_LaserHandCannon_Held_UVFIX812,
        texture = weapons/firearm/DansOP_LaserHandCannon_UVFIX812,
        scale = 0.375,
        attachment world
        {
            offset = 0.0000 0.0000 0.0000,
            rotate = 180.0000 0.0000 180.0000,
        }
    }

    model DansOP_LaserSword_GRIP819
    {
        mesh = weapons/melee/DansOP_LaserSword_Held_UVFIX812,
        texture = weapons/firearm/DansOP_LaserSword_UVFIX812,
        scale = 0.375,
        attachment Bip01_Prop1
        {
            offset = 0.0197 0.0280 0.0231,
            rotate = 0.0000 0.0000 0.0000,
            scale = 1.0000,
            zoffset = 0.0200,
        }
    }

    model DansOP_LaserSword_Ground
    {
        mesh = weapons/melee/DansOP_LaserSword_Held_UVFIX812,
        texture = weapons/firearm/DansOP_LaserSword_UVFIX812,
        scale = 0.375,
        attachment world
        {
            offset = 0.0000 0.0000 0.0000,
            rotate = 180.0000 0.0000 180.0000,
        }
    }

    model DansOP_LaserDagger_GRIP823
    {
        mesh = weapons/melee/DansOP_LaserDagger_Held,
        texture = weapons/firearm/DansOP_LaserDagger,
        scale = 0.375,
        attachment Bip01_Prop1
        {
            offset = -0.0400 0.0200 0.0615,
            rotate = 0.0000 0.0000 0.0000,
            scale = 1.0000,
            zoffset = 0.0200,
        }
    }

    model DansOP_LaserDagger_Ground
    {
        mesh = weapons/melee/DansOP_LaserDagger_Held,
        texture = weapons/firearm/DansOP_LaserDagger,
        scale = 0.375,
        attachment world
        {
            offset = 0.0000 0.0000 0.0000,
            rotate = 180.0000 0.0000 180.0000,
        }
    }

    model DansOP_LaserMachete_GRIP823
    {
        mesh = weapons/melee/DansOP_LaserMachete_Held,
        texture = weapons/firearm/DansOP_LaserMachete,
        scale = 0.375,
        attachment Bip01_Prop1
        {
            offset = -0.0400 0.0200 0.0507,
            rotate = 0.0000 0.0000 0.0000,
            scale = 1.0000,
            zoffset = 0.0200,
        }
    }

    model DansOP_LaserMachete_Ground
    {
        mesh = weapons/melee/DansOP_LaserMachete_Held,
        texture = weapons/firearm/DansOP_LaserMachete,
        scale = 0.375,
        attachment world
        {
            offset = 0.0000 0.0000 0.0000,
            rotate = 180.0000 0.0000 180.0000,
        }
    }

    model DansOP_OPMilitaryBackpack_v814
    {
        mesh = worlditems/DansOP_OPMilitaryBackpack_v814,
        texture = worlditems/DansOP_OPMilitaryBackpack_v814,
        scale = 0.28512,
        attachment world
        {
            offset = 0.0000 0.0000 0.0000,
            rotate = 180.0000 0.0000 180.0000,
        }
    }

    model DansOP_NoMuzzleFlash
    {
        mesh = weapons/firearm/DansOP_LaserRifle_Held_UVFIX812,
        texture = weapons/firearm/DansOP_LaserRifle_UVFIX812,
        scale = 0.000001,
    }
}
