module Base { model ScrapSword { mesh = weapons/2handed/ScrapSword, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model ScrapMachete { mesh = weapons/1handed/ScrapMachete, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model ScrapPickaxe { mesh = weapons/1handed/ScrapPickaxe, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model BigScrapPickaxe { mesh = weapons/2handed/BigScrapPickaxe, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model ScrapShiv { mesh = weapons/1handed/ScrapShiv, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model SpearScrapShiv { mesh = weapons/2handed/SpearScrapShiv, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model SpearScrapMachete { mesh = weapons/2handed/SpearScrapMachete, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model PipewithScissors { mesh = weapons/1handed/PipewithScissors, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model BoltBat { mesh = weapons/2handed/BoltBat, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model ChainBat { mesh = weapons/2handed/ChainBat, scale = 0.012, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model TireIronAxe { mesh = weapons/1handed/TireIronAxe, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model SalvagedPipe { mesh = weapons/2handed/SalvagedPipe, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model SalvagedCrowbar { mesh = weapons/1handed/SalvagedCrowbar, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model TinCanClub { mesh = weapons/2handed/TinCanClub, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model SharpenedStopSign { mesh = weapons/2handed/SharpenedStopSign, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model SalvagedSledgehammer { mesh = weapons/2handed/SalvagedSledgehammer, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model GearMace { mesh = weapons/2handed/GearMace, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model SalvagedMachete { mesh = weapons/1handed/SalvagedMachete, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model WireBat { mesh = weapons/2handed/WireBat, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model 2x4 { mesh = weapons/2handed/2x4, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model 2x4Can { mesh = weapons/2handed/2x4Can, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model 2x4Nail { mesh = weapons/2handed/2x4Nail, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model 2x4Scissors { mesh = weapons/2handed/2x4Scissors, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model 2x4Bolt { mesh = weapons/2handed/2x4Bolt, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model ScrapBlade { mesh = weapons/2handed/ScrapBlade, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model SharpenedScrewdriver { mesh = weapons/1handed/SharpenedScrewdriver, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model SpearSharpenedScrewdriver { mesh = weapons/2handed/SpearSharpenedScrewdriver, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model 2x4Screwdriver { mesh = weapons/2handed/2x4Screwdriver, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model 2x4SScrewdriver { mesh = weapons/2handed/2x4SScrewdriver, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model SpearSalvaged { mesh = weapons/2handed/SpearSalvaged, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model ScrapSpear { mesh = weapons/2handed/ScrapSpear, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model SalvagedShiv { mesh = weapons/1handed/SalvagedShiv, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model HugeScrapPickaxe { mesh = weapons/2handed/HugeScrapPickaxe, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model SalvagedPipeWrench { mesh = weapons/1handed/SalvagedPipeWrench, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 -90.0000 0.0000, } } model SalvagedNightstick { mesh = weapons/1handed/SalvagedNightstick, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model GlassShiv { mesh = weapons/1handed/GlassShiv, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model SalvagedClimbingAxe { mesh = weapons/1handed/SalvagedClimbingAxe, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model SalvagedBlade { mesh = weapons/2handed/SalvagedBlade, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model SalvagedCleaver { mesh = weapons/2handed/SalvagedCleaver, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model Micromaul { mesh = weapons/2handed/Micromaul, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model ScrapClub { mesh = weapons/1handed/ScrapClub, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } model SalvagedClub { mesh = weapons/1handed/SalvagedClub, attachment world { offset = 0.0000 0.1500 0.1500, rotate = 0.0000 0.0000 0.0000, } } }