module Base { imports { Base } model AK47Unfolded { mesh = Weapons/firearm/ak47unfolded_model, texture = Weapons/firearm/ak47_folding_texture, attachment world { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 180.0000 0.0000, } attachment muzzle { offset = 0.0004 0.3650 0.0092, rotate = -90.0000 0.0000 0.0000, } attachment scope { offset = 0.0004 0.0316 0.0500, rotate = 0.0000 0.0000 0.0000, } } model AK47Folded { mesh = Weapons/firearm/ak47folded_model, texture = Weapons/firearm/ak47_folding_texture, attachment world { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 180.0000 0.0000, } attachment muzzle { offset = 0.0000 0.3650 0.0092, rotate = -90.0000 0.0000 0.0000, } attachment scope { offset = 0.0004 0.0316 0.0500, rotate = 0.0000 0.0000 0.0000, } } model AK47Solid { mesh = Weapons/firearm/ak47solid_model, texture = Weapons/firearm/ak47_solid_texture, attachment world { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 180.0000 0.0000, } attachment muzzle { offset = 0.0000 0.3650 0.0092, rotate = -90.0000 0.0000 0.0000, } attachment scope { offset = 0.0004 0.0316 0.0500, rotate = 0.0000 0.0000 0.0000, } } model AK47SolidFGS { mesh = Weapons/firearm/ak47solid_model, texture = Weapons/firearm/ak47_solid_fiberglass_texture, attachment world { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 180.0000 0.0000, } attachment muzzle { offset = 0.0000 0.3650 0.0092, rotate = -90.0000 0.0000 0.0000, } attachment scope { offset = 0.0004 0.0316 0.0500, rotate = 0.0000 0.0000 0.0000, } } model SKS { mesh = Weapons/firearm/sks_model, texture = Weapons/firearm/sks_texture, attachment world { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 180.0000 0.0000, } attachment muzzle { offset = 0.0120 0.5000 0.0150, rotate = -90.0000 0.0000 0.0000, } attachment scope { offset = 0.0120 0.0597 0.0456, rotate = 0.0000 0.0000 0.0000, } attachment recoilpad { offset = 0.0120 -0.1770 -0.0360, rotate = 0.0000 0.0000 0.0000, } attachment bulletloops { offset = 0.0082 -0.0313 -0.0145, rotate = 0.0000 0.0000 0.0000, } attachment bipod { offset = 0.0120 0.2850 -0.0030, rotate = -90.0000 180.0000 -180.0000, } } model SKSFGS { mesh = Weapons/firearm/sks_model, texture = Weapons/firearm/sks_fiberglass_texture, attachment world { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 180.0000 0.0000, } attachment muzzle { offset = 0.0120 0.5000 0.0150, rotate = -90.0000 0.0000 0.0000, } attachment scope { offset = 0.0120 0.0597 0.0456, rotate = 0.0000 0.0000 0.0000, } attachment recoilpad { offset = 0.0120 -0.1770 -0.0360, rotate = 0.0000 0.0000 0.0000, } attachment bulletloops { offset = 0.0082 -0.0313 -0.0145, rotate = 0.0000 0.0000 0.0000, } attachment bipod { offset = 0.0120 0.2850 -0.0030, rotate = -90.0000 180.0000 -180.0000, } } model SKSBP { mesh = Weapons/firearm/sks_model, texture = Weapons/firearm/sks_texture, attachment world { offset = 0.0000 0.1500 0.0000, rotate = 0.0000 -90.0000 6.0000, } attachment muzzle { offset = 0.0120 0.5000 0.0150, rotate = -90.0000 0.0000 0.0000, } attachment scope { offset = 0.0120 0.0597 0.0456, rotate = 0.0000 0.0000 0.0000, } attachment recoilpad { offset = 0.0120 -0.1770 -0.0360, rotate = 0.0000 0.0000 0.0000, } attachment bulletloops { offset = 0.0082 -0.0313 -0.0145, rotate = 0.0000 0.0000 0.0000, } attachment bipod { offset = 0.0120 0.2850 -0.0030, rotate = -90.0000 180.0000 -180.0000, } } model SKSFGSBP { mesh = Weapons/firearm/sks_model, texture = Weapons/firearm/sks_fiberglass_texture, attachment world { offset = 0.0000 0.1500 0.0000, rotate = 0.0000 -90.0000 6.0000, } attachment muzzle { offset = 0.0120 0.5000 0.0150, rotate = -90.0000 0.0000 0.0000, } attachment scope { offset = 0.0120 0.0597 0.0456, rotate = 0.0000 0.0000 0.0000, } attachment recoilpad { offset = 0.0120 -0.1770 -0.0360, rotate = 0.0000 0.0000 0.0000, } attachment bulletloops { offset = 0.0082 -0.0313 -0.0145, rotate = 0.0000 0.0000 0.0000, } attachment bipod { offset = 0.0120 0.2850 -0.0030, rotate = -90.0000 180.0000 -180.0000, } } model SKSSpiker { mesh = Weapons/firearm/sksspiker_model, texture = Weapons/firearm/sks_texture, attachment world { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 180.0000 0.0000, } attachment muzzle { offset = 0.0120 0.5000 0.0150, rotate = -90.0000 0.0000 0.0000, } attachment scope { offset = 0.0120 0.0597 0.0456, rotate = 0.0000 0.0000 0.0000, } attachment recoilpad { offset = 0.0120 -0.1770 -0.0360, rotate = 0.0000 0.0000 0.0000, } attachment bulletloops { offset = 0.0082 -0.0313 -0.0145, rotate = 0.0000 0.0000 0.0000, } } model SKSSpikerBayonet { mesh = Weapons/firearm/sksspikerbayonet_model, texture = Weapons/firearm/sks_texture, attachment world { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 180.0000 0.0000, } attachment muzzle { offset = 0.0120 0.5000 0.0150, rotate = -90.0000 0.0000 0.0000, } attachment scope { offset = 0.0120 0.0597 0.0456, rotate = 0.0000 0.0000 0.0000, } attachment recoilpad { offset = 0.0120 -0.1770 -0.0360, rotate = 0.0000 0.0000 0.0000, } attachment bulletloops { offset = 0.0082 -0.0313 -0.0145, rotate = 0.0000 0.0000 0.0000, } } model M14 { mesh = Weapons/Firearm/M14, texture = weapons/firearm/AssaultRifle02, attachment muzzle { offset = 0.0072 0.5200 0.0130, rotate = -90.0000 0.0000 -180.0000, } attachment world { offset = 0.0000 0.1800 0.0000, rotate = 180.0000 0.0000 180.0000, } attachment scope { offset = 0.0072 0.0617 0.0420, rotate = 0.0000 0.0000 0.0000, } attachment laser { offset = 0.0250 0.270 0.0130, rotate = 0.0000 90.0000 0.0000, } attachment recoilpad { offset = 0.0072 -0.1696 -0.0530, rotate = 4.0000 0.0000 0.0000, } attachment bipod { offset = 0.0072 0.2900 -0.0030, rotate = -90.0000 180.0000 -180.0000, } } model M14FGS { mesh = Weapons/Firearm/M14, texture = weapons/firearm/AssaultRifle02_Fiberglass, attachment muzzle { offset = 0.0072 0.5200 0.0130, rotate = -90.0000 0.0000 -180.0000, } attachment world { offset = 0.0000 0.1800 0.0000, rotate = 180.0000 0.0000 180.0000, } attachment scope { offset = 0.0072 0.0617 0.0420, rotate = 0.0000 0.0000 0.0000, } attachment laser { offset = 0.0250 0.270 0.0130, rotate = 0.0000 90.0000 0.0000, } attachment recoilpad { offset = 0.0072 -0.1696 -0.0530, rotate = 4.0000 0.0000 0.0000, } attachment bipod { offset = 0.0072 0.2900 -0.0030, rotate = -90.0000 180.0000 -180.0000, } } model M14BP { mesh = Weapons/Firearm/M14, texture = weapons/firearm/AssaultRifle02, attachment muzzle { offset = 0.0072 0.5200 0.0130, rotate = -90.0000 0.0000 -180.0000, } attachment world { offset = 0.0000 0.1800 0.0000, rotate = 180.0000 -90.0000 186.0000, } attachment scope { offset = 0.0072 0.0617 0.0420, rotate = 0.0000 0.0000 0.0000, } attachment laser { offset = 0.0250 0.270 0.0130, rotate = 0.0000 90.0000 0.0000, } attachment recoilpad { offset = 0.0072 -0.1696 -0.0530, rotate = 4.0000 0.0000 0.0000, } attachment bipod { offset = 0.0072 0.2900 -0.0030, rotate = -90.0000 180.0000 -180.0000, } } model M14FGSBP { mesh = Weapons/Firearm/M14, texture = weapons/firearm/AssaultRifle02_Fiberglass, attachment muzzle { offset = 0.0072 0.5200 0.0130, rotate = -90.0000 0.0000 -180.0000, } attachment world { offset = 0.0000 0.1800 0.0000, rotate = 180.0000 -90.0000 186.0000, } attachment scope { offset = 0.0072 0.0617 0.0420, rotate = 0.0000 0.0000 0.0000, } attachment laser { offset = 0.0250 0.270 0.0130, rotate = 0.0000 90.0000 0.0000, } attachment recoilpad { offset = 0.0072 -0.1696 -0.0530, rotate = 4.0000 0.0000 0.0000, } attachment bipod { offset = 0.0072 0.2900 -0.0030, rotate = -90.0000 180.0000 -180.0000, } } model AssaultRifleM1 { mesh = Weapons/Firearm/M1_model, texture = weapons/firearm/AssaultRifle03, attachment muzzle { offset = 0.0072 0.480 0.0130, rotate = -90.0000 0.0000 -180.0000, } attachment world { offset = 0.0000 0.1800 0.0000, rotate = 180.0000 0.0000 180.0000, } attachment bulletloops { offset = 0.0000 0.0000 -0.0220, rotate = 0.0000 0.0000 0.0000, } } model AssaultRifleM1_Open { mesh = Weapons/Firearm/M1open_model, texture = weapons/firearm/AssaultRifle03, attachment muzzle { offset = 0.0072 0.480 0.0130, rotate = -90.0000 0.0000 -180.0000, } attachment world { offset = 0.0000 0.1800 0.0000, rotate = 180.0000 0.0000 180.0000, } attachment bulletloops { offset = 0.0000 0.0000 -0.0200, rotate = 0.0000 0.0000 0.0000, } } model AssaultRifle { mesh = Weapons/Firearm/AssaultRifle, attachment muzzle { offset = 0.0061 0.4700 0.0192, rotate = -90.0000 0.0000 -180.0000, } attachment scope { offset = 0.0061 0.0412 0.0744, rotate = 0.0000 0.0000 0.0000, } attachment reddot { offset = 0.0061 0.0025 0.0750, rotate = 0.0000 0.0000 0.0000, } attachment laser { offset = 0.0315 0.2610 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 AssaultRifleM9 { mesh = Weapons/Firearm/AssaultRifleM9, texture = Weapons/Firearm/AssaultRifleM9, attachment muzzle { offset = 0.0061 0.4700 0.0192, rotate = -90.0000 0.0000 -180.0000, } attachment scope { offset = 0.0061 0.0412 0.0744, rotate = 0.0000 0.0000 0.0000, } attachment reddot { offset = 0.0061 0.0025 0.0750, rotate = 0.0000 0.0000 0.0000, } attachment laser { offset = 0.0315 0.2610 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 car15 { mesh = Weapons/Firearm/car15_model, texture = Weapons/Firearm/AssaultRifle, attachment muzzle { offset = 0.0061 0.3700 0.0192, rotate = -90.0000 0.0000 -180.0000, } attachment scope { offset = 0.0061 0.0412 0.0744, rotate = 0.0000 0.0000 0.0000, } attachment reddot { offset = 0.0061 0.0025 0.0750, 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 car15folded { mesh = Weapons/Firearm/car15folded_model, texture = Weapons/Firearm/AssaultRifle, attachment muzzle { offset = 0.0061 0.3700 0.0192, rotate = -90.0000 0.0000 -180.0000, } attachment scope { offset = 0.0061 0.0412 0.0744, rotate = 0.0000 0.0000 0.0000, } attachment reddot { offset = 0.0061 0.0025 0.0750, 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 car15d { mesh = Weapons/Firearm/car15d_model, texture = Weapons/Firearm/car15d_texture, attachment muzzle { offset = 0.0061 0.4550 0.0192, rotate = -90.0000 0.0000 -180.0000, } attachment scope { offset = 0.0061 0.0412 0.0744, rotate = 0.0000 0.0000 0.0000, } attachment reddot { offset = 0.0061 0.0025 0.0750, rotate = 0.0000 0.0000 0.0000, } attachment laser { offset = -0.0145 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 car15dfolded { mesh = Weapons/Firearm/car15dfolded_model, texture = Weapons/Firearm/car15d_texture, attachment muzzle { offset = 0.0061 0.4550 0.0192, rotate = -90.0000 0.0000 -180.0000, } attachment scope { offset = 0.0061 0.0412 0.0744, rotate = 0.0000 0.0000 0.0000, } attachment reddot { offset = 0.0061 0.0025 0.0750, rotate = 0.0000 0.0000 0.0000, } attachment laser { offset = -0.0145 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 mp5 { mesh = Weapons/Firearm/mp5_model, texture = Weapons/Firearm/mp5_texture, attachment muzzle { offset = 0.0000 0.3320 0.0260, rotate = -90.0000 0.0000 -180.0000, } attachment scope { offset = 0.0000 0.0350 0.0620, rotate = 0.0000 0.0000 0.0000, } attachment reddot { offset = 0.0000 0.0440 0.0620, rotate = 0.0000 0.0000 0.0000, } attachment laser { offset = 0.0140 0.2220 0.0200, rotate = 0.0000 90.0000 0.0000, } attachment world { offset = 0.0000 0.1300 0.0000, rotate = 180.0000 180.0000 180.0000, } } model mp5unfolded { mesh = Weapons/Firearm/mp5unfolded_model, texture = Weapons/Firearm/mp5_texture, attachment muzzle { offset = 0.0000 0.3320 0.0260, rotate = -90.0000 0.0000 -180.0000, } attachment scope { offset = 0.0000 0.0350 0.0620, rotate = 0.0000 0.0000 0.0000, } attachment reddot { offset = 0.0000 0.0440 0.0620, rotate = 0.0000 0.0000 0.0000, } attachment laser { offset = 0.0140 0.2220 0.0200, rotate = 0.0000 90.0000 0.0000, } attachment world { offset = 0.0000 0.1300 0.0000, rotate = 180.0000 180.0000 180.0000, } } model mp5folded { mesh = Weapons/Firearm/mp5folded_model, texture = Weapons/Firearm/mp5_texture, attachment muzzle { offset = 0.0000 0.3320 0.0260, rotate = -90.0000 0.0000 -180.0000, } attachment scope { offset = 0.0000 0.0350 0.0620, rotate = 0.0000 0.0000 0.0000, } attachment reddot { offset = 0.0000 0.0440 0.0620, rotate = 0.0000 0.0000 0.0000, } attachment laser { offset = 0.0140 0.2220 0.0200, rotate = 0.0000 90.0000 0.0000, } attachment world { offset = 0.0000 0.1300 0.0000, rotate = 180.0000 180.0000 180.0000, } } model mp5sd { mesh = Weapons/Firearm/mp5sd_model, texture = Weapons/Firearm/mp5sd_texture, attachment muzzle { offset = 0.0000 0.3640 0.0260, rotate = -90.0000 0.0000 -180.0000, } attachment scope { offset = 0.0000 0.0350 0.0620, rotate = 0.0000 0.0000 0.0000, } attachment reddot { offset = 0.0000 0.0440 0.0620, rotate = 0.0000 0.0000 0.0000, } attachment laser { offset = 0.0140 0.2220 0.0200, rotate = 0.0000 90.0000 0.0000, } attachment world { offset = 0.0000 0.1300 0.0000, rotate = 180.0000 180.0000 180.0000, } } model mac10unfolded { mesh = Weapons/Firearm/mac10unfolded_model, texture = Weapons/Firearm/mac10_texture, attachment world { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 0.0000 4.3000, } attachment muzzle { offset = -0.01600 0.1600 0.0150, rotate = -90.0000 0.0000 -175.7000, } } model mac10folded { mesh = Weapons/Firearm/mac10folded_model, texture = Weapons/Firearm/mac10_texture, attachment world { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 0.0000 0.0000, } attachment muzzle { offset = 0.0000 0.160 0.0270, rotate = -90.0000 0.0000 -180.0000, } } model Mini14Unfolded { mesh = Weapons/firearm/mini14unfolded_model, texture = Weapons/firearm/mini14_folding_texture, attachment world { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 180.0000 0.0000, } attachment muzzle { offset = 0.0037 0.4351 0.0306, rotate = -90.0000 0.0000 0.0000, } attachment scope { offset = 0.0037 0.0617 0.0597, rotate = 0.0000 0.0000 0.0000, } attachment laser { offset = 0.0247 0.2357 0.0200, rotate = 0.0000 90.0000 0.0000, } } model Mini14Folded { mesh = Weapons/firearm/mini14folded_model, texture = Weapons/firearm/mini14_folding_texture, attachment world { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 180.0000 0.0000, } attachment muzzle { offset = 0.0037 0.4351 0.0306, rotate = -90.0000 0.0000 0.0000, } attachment scope { offset = 0.0037 0.0617 0.0597, rotate = 0.0000 0.0000 0.0000, } attachment laser { offset = 0.0247 0.2357 0.0200, rotate = 0.0000 90.0000 0.0000, } } model Mini14Solid { mesh = Weapons/firearm/mini14solid_model, texture = Weapons/firearm/mini14_solid_texture, attachment world { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 180.0000 0.0000, } attachment muzzle { offset = 0.0037 0.4351 0.0306, rotate = -90.0000 0.0000 0.0000, } attachment scope { offset = 0.0037 0.0617 0.0597, rotate = 0.0000 0.0000 0.0000, } attachment laser { offset = 0.0247 0.2357 0.0200, rotate = 0.0000 90.0000 0.0000, } } model Mini14SolidFGS { mesh = Weapons/firearm/mini14solid_model, texture = Weapons/firearm/mini14_solid_fiberglass_texture, attachment world { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 180.0000 0.0000, } attachment muzzle { offset = 0.0037 0.4351 0.0306, rotate = -90.0000 0.0000 0.0000, } attachment scope { offset = 0.0037 0.0617 0.0597, rotate = 0.0000 0.0000 0.0000, } attachment laser { offset = 0.0247 0.2357 0.0200, rotate = 0.0000 90.0000 0.0000, } } model ruger1022 { mesh = Weapons/firearm/1022_model, texture = Weapons/firearm/1022_texture, attachment world { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 180.0000 0.0000, } attachment muzzle { offset = -0.0024 0.4500 0.0160, rotate = -90.0000 0.0000 0.0000, } attachment scope { offset = -0.0024 0.0510 0.0320, rotate = 0.0000 0.0000 0.0000, } attachment reddot { offset = -0.0024 0.0500 0.0380, rotate = 0.0000 0.0000 0.0000, } attachment laser { offset = -0.0024 0.2900 0.0028, rotate = 0.0000 180.0000 0.0000, } } model ruger1022FGS { mesh = Weapons/firearm/1022_model, texture = Weapons/firearm/1022_fiberglass_texture, attachment world { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 180.0000 0.0000, } attachment muzzle { offset = -0.0024 0.4500 0.0160, rotate = -90.0000 0.0000 0.0000, } attachment scope { offset = -0.0024 0.0510 0.0320, rotate = 0.0000 0.0000 0.0000, } attachment reddot { offset = -0.0024 0.0500 0.0380, rotate = 0.0000 0.0000 0.0000, } attachment laser { offset = -0.0024 0.2900 0.0028, rotate = 0.0000 180.0000 0.0000, } } model Shotgun { mesh = Weapons/Firearm/Shotgun, attachment muzzle { offset = 0.0000 -0.4850 0.0255, rotate = 90.0000 0.0000 -180.0000, } attachment world { offset = 0.0000 0.1660 0.0000, rotate = -180.0000 1.0000 -180.0000, } attachment choketube { offset = 0.0000 -0.4930 0.0255, rotate = 0.0000 0.0000 0.0000, } attachment shellholder { offset = 0.0000 0.0000 0.0230, rotate = 0.0000 0.0000 0.0000, } } model ShotgunSH { mesh = Weapons/Firearm/Shotgun, texture = weapons/firearm/Shotgun, attachment muzzle { offset = 0.0000 -0.4850 0.0255, rotate = 90.0000 0.0000 -180.0000, } attachment world { offset = 0.0000 0.1660 0.0000, rotate = -180.0000 180.0000 -180.0000, } attachment choketube { offset = 0.0000 -0.4930 0.0255, rotate = 0.0000 0.0000 0.0000, } attachment shellholder { offset = 0.0000 0.0000 0.0230, rotate = 0.0000 0.0000 0.0000, } } model ShotgunFGS { mesh = Weapons/Firearm/Shotgun, texture = weapons/firearm/Shotgunfiberglass_texture, attachment muzzle { offset = 0.0000 -0.4850 0.0255, rotate = 90.0000 0.0000 -180.0000, } attachment world { offset = 0.0000 0.1660 0.0000, rotate = -180.0000 1.0000 -180.0000, } attachment choketube { offset = 0.0000 -0.4930 0.0255, rotate = 0.0000 0.0000 0.0000, } attachment shellholder { offset = 0.0000 0.0000 0.0230, rotate = 0.0000 0.0000 0.0000, } } model ShotgunFGSSH { mesh = Weapons/Firearm/Shotgun, texture = weapons/firearm/Shotgunfiberglass_texture, attachment muzzle { offset = 0.0000 -0.4850 0.0255, rotate = 90.0000 0.0000 -180.0000, } attachment world { offset = 0.0000 0.1660 0.0000, rotate = -180.0000 180.0000 -180.0000, } attachment choketube { offset = 0.0000 -0.4930 0.0255, rotate = 0.0000 0.0000 0.0000, } attachment shellholder { offset = 0.0000 0.0000 0.0230, rotate = 0.0000 0.0000 0.0000, } } model ShotgunSawnOff { mesh = Weapons/Firearm/ShotgunSawnOff, texture = weapons/firearm/Shotgun, attachment muzzle { offset = 0.0000 -0.3250 0.0255, rotate = 90.0000 0.0000 -180.000, } attachment shellholder { offset = 0.0000 0.0000 0.0230, rotate = 0.0000 0.0000 0.0000, } attachment world { offset = 0.0000 0.1000 0.0000, rotate = 0.0000 180.0000 0.0000, } } model ShotgunSawnOffSH { mesh = Weapons/Firearm/ShotgunSawnOff, texture = weapons/firearm/Shotgun, attachment muzzle { offset = 0.0000 -0.3250 0.0255, rotate = 90.0000 0.0000 -180.000, } attachment shellholder { offset = 0.0000 0.0000 0.0230, rotate = 0.0000 0.0000 0.0000, } attachment world { offset = 0.0000 0.1000 0.0000, rotate = 0.0000 0.0000 0.0000, } } model ShotgunSawnOffFGS { mesh = Weapons/Firearm/ShotgunSawnOff, texture = weapons/firearm/Shotgunfiberglass_texture, attachment muzzle { offset = 0.0000 -0.3250 0.0255, rotate = 90.0000 0.0000 -180.000, } attachment shellholder { offset = 0.0000 0.0000 0.0230, rotate = 0.0000 0.0000 0.0000, } attachment world { offset = 0.0000 0.1000 0.0000, rotate = 0.0000 180.0000 0.0000, } } model ShotgunSawnOffFGSSH { mesh = Weapons/Firearm/ShotgunSawnOff, texture = weapons/firearm/Shotgunfiberglass_texture, attachment muzzle { offset = 0.0000 -0.3250 0.0255, rotate = 90.0000 0.0000 -180.000, } attachment shellholder { offset = 0.0000 0.0000 0.0230, rotate = 0.0000 0.0000 0.0000, } attachment world { offset = 0.0000 0.1000 0.0000, rotate = 0.0000 0.0000 0.0000, } } model ShotgunSawnoffNoStock { mesh = Weapons/firearm/ShotgunSawnoff2, texture = Weapons/firearm/Shotgun, attachment muzzle { offset = 0.0000 -0.3350 0.0360, rotate = 90.0000 0.0000 -180.000, } attachment world { offset = 0.0000 0.1000 0.0000, rotate = 0.0000 180.0000 0.0000, } } model HuntingRifle { mesh = weapons/firearm/m788_model, texture = weapons/firearm/m788_texture, attachment muzzle { offset = 0.0045 0.5300 0.0260, rotate = -90.0000 0.0000 180.0000, } attachment scope { offset = 0.0045 0.0650 0.0520, rotate = 0.0000 0.0000 0.0000, } attachment scope2 { offset = 0.0045 0.1750 0.0220, rotate = 0.0000 0.0000 0.0000, } attachment recoilpad { offset = 0.0045 -0.1580 -0.0360, rotate = 6.0000 0.0000 0.0000, } attachment bulletloops { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 0.0000 0.0000, } attachment world { offset = 0.0000 0.1500 0.0000, rotate = 180.0000 0.0000 180.0000, } attachment bipod { offset = 0.0060 0.3400 -0.0030, rotate = -90.0000 180.0000 -180.0000, } } model HuntingRifleBP { mesh = weapons/firearm/m788_model, texture = weapons/firearm/m788_texture, attachment muzzle { offset = 0.0045 0.5300 0.0260, rotate = -90.0000 0.0000 180.0000, } attachment scope { offset = 0.0045 0.0650 0.0520, rotate = 0.0000 0.0000 0.0000, } attachment scope2 { offset = 0.0045 0.1750 0.0220, rotate = 0.0000 0.0000 0.0000, } attachment recoilpad { offset = 0.0045 -0.1580 -0.0360, rotate = 6.0000 0.0000 0.0000, } attachment bulletloops { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 0.0000 0.0000, } attachment world { offset = 0.0000 0.1500 0.0000, rotate = 0.0000 -90.0000 6.0000, } attachment bipod { offset = 0.0060 0.3400 -0.0030, rotate = -90.0000 180.0000 -180.0000, } } model HuntingRifleFGS { mesh = weapons/firearm/m788_model, texture = weapons/firearm/m788fiberglass_texture, attachment muzzle { offset = 0.0045 0.5300 0.0260, rotate = -90.0000 0.0000 180.0000, } attachment scope { offset = 0.0045 0.0650 0.0520, rotate = 0.0000 0.0000 0.0000, } attachment scope2 { offset = 0.0045 0.1750 0.0220, rotate = 0.0000 0.0000 0.0000, } attachment recoilpad { offset = 0.0045 -0.1580 -0.0360, rotate = 6.0000 0.0000 0.0000, } attachment bulletloops { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 0.0000 0.0000, } attachment world { offset = 0.0000 0.1500 0.0000, rotate = 180.0000 0.0000 180.0000, } attachment bipod { offset = 0.0060 0.3400 -0.0030, rotate = -90.0000 180.0000 -180.0000, } } model HuntingRifleFGSBP { mesh = weapons/firearm/m788_model, texture = weapons/firearm/m788fiberglass_texture, attachment muzzle { offset = 0.0045 0.5300 0.0260, rotate = -90.0000 0.0000 180.0000, } attachment scope { offset = 0.0045 0.0650 0.0520, rotate = 0.0000 0.0000 0.0000, } attachment scope2 { offset = 0.0045 0.1750 0.0220, rotate = 0.0000 0.0000 0.0000, } attachment recoilpad { offset = 0.0045 -0.1580 -0.0360, rotate = 6.0000 0.0000 0.0000, } attachment bulletloops { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 0.0000 0.0000, } attachment world { offset = 0.0000 0.1500 0.0000, rotate = 0.0000 -90.0000 6.0000, } attachment bipod { offset = 0.0060 0.3400 -0.0030, rotate = -90.0000 180.0000 -180.0000, } } model R700 { mesh = weapons/firearm/m700_model, texture = weapons/firearm/m700_texture, attachment muzzle { offset = 0.0054 0.5125 0.0238, rotate = -90.0000 0.0000 180.0000, } attachment scope { offset = 0.0054 0.0650 0.0520, rotate = 0.0000 0.0000 0.0000, } attachment recoilpad { offset = 0.0054 -0.1600 -0.0410, rotate = 4.0000 0.0000 0.0000, } attachment world { offset = 0.0000 0.1500 0.0000, rotate = 180.0000 0.0000 180.0000, } attachment bipod { offset = 0.0054 0.2900 -0.0030, rotate = -90.0000 180.0000 -180.0000, } attachment bulletloops { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 0.0000 0.0000, } } model R700FGS { mesh = weapons/firearm/m700_model, texture = weapons/firearm/m700fiberglass_texture, attachment muzzle { offset = 0.0054 0.5125 0.0238, rotate = -90.0000 0.0000 180.0000, } attachment scope { offset = 0.0054 0.0650 0.0520, rotate = 0.0000 0.0000 0.0000, } attachment recoilpad { offset = 0.0054 -0.1600 -0.0410, rotate = 4.0000 0.0000 0.0000, } attachment world { offset = 0.0000 0.1500 0.0000, rotate = 180.0000 0.0000 180.0000, } attachment bipod { offset = 0.0054 0.2900 -0.0030, rotate = -90.0000 180.0000 -180.0000, } attachment bulletloops { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 0.0000 0.0000, } } model R700BP { mesh = weapons/firearm/m700_model, texture = weapons/firearm/m700_texture, attachment muzzle { offset = 0.0054 0.5125 0.0238, rotate = -90.0000 0.0000 180.0000, } attachment scope { offset = 0.0054 0.0650 0.0520, rotate = 0.0000 0.0000 0.0000, } attachment recoilpad { offset = 0.0054 -0.1600 -0.0410, rotate = 4.0000 0.0000 0.0000, } attachment world { offset = 0.0000 0.1500 0.0000, rotate = 0.0000 -90.0000 6.0000, } attachment bipod { offset = 0.0054 0.2900 -0.0030, rotate = -90.0000 180.0000 -180.0000, } attachment bulletloops { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 0.0000 0.0000, } } model R700FGSBP { mesh = weapons/firearm/m700_model, texture = weapons/firearm/m700fiberglass_texture, attachment muzzle { offset = 0.0054 0.5125 0.0238, rotate = -90.0000 0.0000 180.0000, } attachment scope { offset = 0.0054 0.0650 0.0520, rotate = 0.0000 0.0000 0.0000, } attachment recoilpad { offset = 0.0054 -0.1600 -0.0410, rotate = 4.0000 0.0000 0.0000, } attachment world { offset = 0.0000 0.1500 0.0000, rotate = 0.0000 -90.0000 6.0000, } attachment bipod { offset = 0.0054 0.2900 -0.0030, rotate = -90.0000 180.0000 -180.0000, } attachment bulletloops { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 0.0000 0.0000, } } model M24 { mesh = weapons/firearm/m24_model, texture = weapons/firearm/m24_texture, attachment muzzle { offset = 0.0054 0.5300 0.0260, rotate = -90.0000 0.0000 180.0000, } attachment scope { offset = 0.0054 0.0650 0.0520, rotate = 0.0000 0.0000 0.0000, } attachment reddot { offset = 0.0054 0.0678 0.0514, rotate = 0.0000 0.0000 0.0000, } attachment world { offset = 0.0000 0.1500 0.0000, rotate = 180.0000 0.0000 180.0000, } attachment bipod { offset = 0.0054 0.2900 -0.0030, rotate = -90.0000 180.0000 -180.0000, } attachment laser { offset = 0.0054 0.3205 0.0090, rotate = 180.0000 0.0000 180.0000, } attachment bulletloops { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 0.0000 0.0000, } } model M24BP { mesh = weapons/firearm/m24_model, texture = weapons/firearm/m24_texture, attachment muzzle { offset = 0.0054 0.5300 0.0260, rotate = -90.0000 0.0000 180.0000, } attachment scope { offset = 0.0054 0.0650 0.0520, rotate = 0.0000 0.0000 0.0000, } attachment reddot { offset = 0.0054 0.0678 0.0514, rotate = 0.0000 0.0000 0.0000, } attachment world { offset = 0.0000 0.1500 0.0000, rotate = 0.0000 -90.0000 6.0000, } attachment bipod { offset = 0.0054 0.2900 -0.0030, rotate = -90.0000 180.0000 -180.0000, } attachment laser { offset = 0.0054 0.3205 0.0090, rotate = 0.0000 0.0000 0.0000, } attachment bulletloops { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 0.0000 0.0000, } } model Spas12 { mesh = Weapons/Firearm/Spas12Unfolded_Model, texture = Weapons/Firearm/Spas12_Texture, attachment muzzle { offset = 0.0000 0.4800 0.0210, rotate = -90.0000 0.0000 180.0000, } attachment world { offset = 0.0000 0.1660 0.0000, rotate = -180.0000 1.0000 -180.0000, } attachment choketube { offset = 0.0000 0.4700 0.0210, rotate = -180.0000 0.0000 -180.0000, } attachment laser { offset = 0.0000 0.3640 -0.0067, rotate = 180.0000 0.0000 180.0000, } attachment shellholder { offset = -0.0110 0.0050 0.0220, rotate = 0.0000 0.0000 -180.0000, } } model Spas12SH { mesh = Weapons/Firearm/Spas12Unfolded_Model, texture = Weapons/Firearm/Spas12_Texture, attachment muzzle { offset = 0.0000 0.4800 0.0210, rotate = -90.0000 0.0000 180.0000, } attachment world { offset = 0.0000 0.1660 0.0000, rotate = -180.0000 180.0000 -180.0000, } attachment choketube { offset = 0.0000 0.4700 0.0210, rotate = -180.0000 0.0000 -180.0000, } attachment laser { offset = 0.0000 0.3640 -0.0067, rotate = 180.0000 0.0000 180.0000, } attachment shellholder { offset = -0.0110 0.0050 0.0220, rotate = 0.0000 0.0000 -180.0000, } } model Spas12Folded { mesh = Weapons/Firearm/Spas12Folded_Model, texture = Weapons/Firearm/Spas12_Texture, attachment muzzle { offset = 0.0000 0.4800 0.0210, rotate = -90.0000 0.0000 180.0000, } attachment world { offset = 0.0000 0.1660 0.0000, rotate = -180.0000 1.0000 -180.0000, } attachment choketube { offset = 0.0000 0.4700 0.0210, rotate = -180.0000 0.0000 -180.0000, } attachment laser { offset = 0.0000 0.3640 -0.0067, rotate = 180.0000 0.0000 180.0000, } attachment shellholder { offset = -0.0110 0.0050 0.0220, rotate = 0.0000 0.0000 -180.0000, } } model Spas12FoldedSH { mesh = Weapons/Firearm/Spas12Folded_Model, texture = Weapons/Firearm/Spas12_Texture, attachment muzzle { offset = 0.0000 0.4800 0.0210, rotate = -90.0000 0.0000 180.0000, } attachment world { offset = 0.0000 0.1660 0.0000, rotate = -180.0000 180.0000 -180.0000, } attachment choketube { offset = 0.0000 0.4700 0.0210, rotate = -180.0000 0.0000 -180.0000, } attachment laser { offset = 0.0000 0.3640 -0.0067, rotate = 180.0000 0.0000 180.0000, } attachment shellholder { offset = -0.0110 0.0050 0.0220, rotate = 0.0000 0.0000 -180.0000, } } model Handgun { mesh = Weapons/Firearm/Handgun, attachment muzzle { offset = 0.0000 0.1650 0.0277, rotate = -90.0000 0.0000 0.0000, } attachment laser { offset = 0.0000 0.0900 -0.0080, rotate = 0.0000 180.0000 0.0000, } attachment reddot { offset = -0.0050 0.0440 0.0520, rotate = 0.0000 0.0000 0.0000, } } model Glock17 { mesh = weapons/firearm/g17_model, texture = weapons/firearm/g17_texture, attachment muzzle { offset = 0.0000 0.1390 0.0270, rotate = -90.0000 0.0000 0.0000, } attachment laser { offset = 0.0000 0.0790 -0.0090, rotate = 0.0000 180.0000 0.0000, } } model CZ75 { mesh = weapons/firearm/cz75_model, texture = weapons/firearm/cz75_texture, attachment muzzle { offset = 0.0000 0.1490 0.0185, rotate = -90.0000 0.0000 0.0000, } attachment laser { offset = 0.0000 0.0790 -0.0090, rotate = 0.0000 180.0000 0.0000, } } model P229 { mesh = weapons/firearm/p229_model, texture = weapons/firearm/p229_texture, attachment muzzle { offset = 0.0000 0.1390 0.0270, rotate = -90.0000 0.0000 0.0000, } attachment laser { offset = 0.0000 0.0790 -0.0090, rotate = 0.0000 180.0000 0.0000, } } model M1911 { mesh = weapons/firearm/m1911_model, texture = weapons/firearm/m1911_texture, attachment muzzle { offset = 0.0000 0.1500 0.0180, rotate = -90.0000 0.0000 0.0000, } attachment laser { offset = 0.0000 0.0750 -0.0080, rotate = 0.0000 180.0000 0.0000, } } model MK2 { mesh = weapons/firearm/mk2_model, texture = weapons/firearm/mk2_texture, attachment muzzle { offset = 0.0000 0.1920 0.0140, rotate = -90.0000 0.0000 0.0000, } attachment laser { offset = 0.0000 0.0750 -0.0080, rotate = 0.0000 180.0000 0.0000, } } model MK2SD { mesh = weapons/firearm/mk2sd_model, texture = weapons/firearm/mk2sd_texture, attachment muzzle { offset = 0.0000 0.2300 0.0140, rotate = -90.0000 0.0000 0.0000, } attachment laser { offset = 0.0000 0.0750 -0.0080, rotate = 0.0000 180.0000 0.0000, } } model MK23SOCOM { mesh = weapons/firearm/mk23SOCOM_model, texture = weapons/firearm/mk23_texture, attachment muzzle { offset = 0.0000 0.2750 0.0244, rotate = -90.0000 0.0000 0.0000, } } model Handgun03 { mesh = Weapons/Firearm/Handgun03, attachment muzzle { offset = 0.0000 0.1550 0.0090, rotate = -90.0000 0.0000 0.0000, } attachment laser { offset = -0.0007 0.0850 -0.0080, rotate = 0.0000 180.0000 0.0000, } } model Revolver { mesh = Weapons/Firearm/Revolver, attachment muzzle { offset = 0.0000 0.1820 0.0245, rotate = -90.0000 0.0000 0.0000, } } model Revolver_Long { mesh = Weapons/Firearm/Revolver_Long, attachment muzzle { offset = 0.0000 0.2140 0.0330, rotate = -90.0000 0.0000 0.0000, } attachment reddot { offset = -0.0050 0.0440 0.0520, rotate = 0.0000 0.0000 0.0000, } } model Revolver_Short { mesh = Weapons/Firearm/Revolver_Short, attachment muzzle { offset = 0.0000 0.1170 0.0280, rotate = -90.0000 0.0000 0.0000, } } model Tec9 { mesh = Weapons/Firearm/tec9_model, texture = Weapons/Firearm/tec9_texture, attachment muzzle { offset = 0.0000 0.2370 0.0465, rotate = -90.0000 0.0000 0.0000, } attachment reddot { offset = -0.0050 0.0440 0.0620, rotate = 0.0000 0.0000 0.0000, } } model DoubleBarrelShotgun { mesh = Weapons/Firearm/ShotgunDoubleBarrel, texture = Weapons/Firearm/ShotgunDoubleBarrel, attachment muzzle { offset = 0.0090 0.5660 0.0240, rotate = -90.0000 0.0000 180.0000, } attachment world { offset = 0.0000 0.2000 0.0000, rotate = 180.0000 0.0000 180.0000, } } model ShotgunDoubleBarrel_OPEN { mesh = Weapons/Firearm/ShotgunDoubleBarrel_OPEN, texture = Weapons/Firearm/ShotgunDoubleBarrel, attachment sling { offset = 0.0000 -0.0028 -0.0644, rotate = -23.0000 0.0000 0.0000, } } model ShotgunDoubleBarrelSawn { mesh = Weapons/Firearm/ShotgunDoubleBarrelSawn, texture = Weapons/Firearm/ShotgunDoubleBarrel, attachment muzzle { offset = 0.0090 0.3400 0.0240, rotate = -90.0000 0.0000 180.0000, } attachment world { offset = 0.0000 -0.3500 0.0000, rotate = 180.0000 0.0000 180.0000, } } model ShotgunDoubleBarrelSawn_OPEN { mesh = Weapons/Firearm/ShotgunDoubleBarrelSawn_OPEN, texture = Weapons/Firearm/ShotgunDoubleBarrel, } model ShotgunDoubleBarrelSawnNoStock { mesh = Weapons/Firearm/ShotgunDoubleBarrelSawn2, texture = Weapons/Firearm/ShotgunDoubleBarrel, attachment muzzle { offset = 0.0090 0.3400 0.0240, rotate = -90.0000 0.0000 180.0000, } attachment world { offset = 0.0000 -0.3500 0.0000, rotate = 180.0000 0.0000 180.0000, } } model ShotgunDoubleBarrelSawnNoStock_OPEN { mesh = Weapons/Firearm/ShotgunDoubleBarrelSawn2_OPEN, texture = Weapons/Firearm/ShotgunDoubleBarrel, } model YellowBoy { mesh = weapons/firearm/yellowboy_model, texture = weapons/firearm/yellowboy_texture, attachment world { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 180.0000 0.0000, } attachment muzzle { offset = 0.0000 0.4550 0.0240, rotate = -90.0000 0.0000 180.0000, } attachment scope { offset = 0.0000 0.0574 0.0440, rotate = 0.0000 0.0000 0.0000, } attachment scope2 { offset = 0.0000 0.0400 0.0440, rotate = 0.0000 0.0000 0.0000, } attachment bulletloops { offset = -0.0050 0.0000 -0.0150, rotate = 0.0000 0.0000 0.0000, } attachment laser { offset = 0.0142 0.2500 0.0140, rotate = 0.0000 90.0000 0.0000, } } model Shotgun2 { mesh = Weapons/Firearm/Shotgun2, texture = weapons/firearm/Shotgun, attachment muzzle { offset = 0.0000 -0.4850 0.0255, rotate = 90.0000 0.0000 -180.0000, } attachment world { offset = 0.0000 0.1660 0.0000, rotate = -180.0000 1.0000 -180.0000, } attachment choketube { offset = 0.0000 -0.4930 0.0255, rotate = 0.0000 0.0000 0.0000, } attachment shellholder { offset = 0.0000 0.0000 0.0230, rotate = 0.0000 0.0000 0.0000, } } model Shotgun2SH { mesh = Weapons/Firearm/Shotgun2, texture = weapons/firearm/Shotgun, attachment muzzle { offset = 0.0000 -0.4850 0.0255, rotate = 90.0000 0.0000 -180.0000, } attachment world { offset = 0.0000 0.1660 0.0000, rotate = -180.0000 180.0000 -180.0000, } attachment choketube { offset = 0.0000 -0.4930 0.0255, rotate = 0.0000 0.0000 0.0000, } attachment shellholder { offset = 0.0000 0.0000 0.0230, rotate = 0.0000 0.0000 0.0000, } } model Shotgun2FGS { mesh = Weapons/Firearm/Shotgun2, texture = weapons/firearm/Shotgunfiberglass_texture, attachment muzzle { offset = 0.0000 -0.4850 0.0255, rotate = 90.0000 0.0000 -180.0000, } attachment world { offset = 0.0000 0.1660 0.0000, rotate = -180.0000 1.0000 -180.0000, } attachment choketube { offset = 0.0000 -0.4930 0.0255, rotate = 0.0000 0.0000 0.0000, } attachment shellholder { offset = 0.0000 0.0000 0.0230, rotate = 0.0000 0.0000 0.0000, } } model Shotgun2FGSSH { mesh = Weapons/Firearm/Shotgun2, texture = weapons/firearm/Shotgunfiberglass_texture, attachment muzzle { offset = 0.0000 -0.4850 0.0255, rotate = 90.0000 0.0000 -180.0000, } attachment world { offset = 0.0000 0.1660 0.0000, rotate = -180.0000 180.0000 -180.0000, } attachment choketube { offset = 0.0000 -0.4930 0.0255, rotate = 0.0000 0.0000 0.0000, } attachment shellholder { offset = 0.0000 0.0000 0.0230, rotate = 0.0000 0.0000 0.0000, } } model Shotgun2M9 { mesh = Weapons/Firearm/Shotgun2M9, texture = weapons/firearm/Shotgun, attachment muzzle { offset = 0.0000 -0.4850 0.0255, rotate = 90.0000 0.0000 -180.0000, } attachment world { offset = 0.0000 0.1660 0.0000, rotate = -180.0000 1.0000 -180.0000, } attachment choketube { offset = 0.0000 -0.4930 0.0255, rotate = 0.0000 0.0000 0.0000, } attachment shellholder { offset = 0.0000 0.0000 0.0230, rotate = 0.0000 0.0000 0.0000, } } model Shotgun2M9SH { mesh = Weapons/Firearm/Shotgun2M9, texture = weapons/firearm/Shotgun, attachment muzzle { offset = 0.0000 -0.4850 0.0255, rotate = 90.0000 0.0000 -180.0000, } attachment world { offset = 0.0000 0.1660 0.0000, rotate = -180.0000 180.0000 -180.0000, } attachment choketube { offset = 0.0000 -0.4930 0.0255, rotate = 0.0000 0.0000 0.0000, } attachment shellholder { offset = 0.0000 0.0000 0.0230, rotate = 0.0000 0.0000 0.0000, } } model Shotgun2M9FGS { mesh = Weapons/Firearm/Shotgun2M9, texture = weapons/firearm/Shotgunfiberglass_texture, attachment muzzle { offset = 0.0000 -0.4850 0.0255, rotate = 90.0000 0.0000 -180.0000, } attachment world { offset = 0.0000 0.1660 0.0000, rotate = -180.0000 1.0000 -180.0000, } attachment choketube { offset = 0.0000 -0.4930 0.0255, rotate = 0.0000 0.0000 0.0000, } attachment shellholder { offset = 0.0000 0.0000 0.0230, rotate = 0.0000 0.0000 0.0000, } } model Shotgun2M9FGSSH { mesh = Weapons/Firearm/Shotgun2M9, texture = weapons/firearm/Shotgunfiberglass_texture, attachment muzzle { offset = 0.0000 -0.4850 0.0255, rotate = 90.0000 0.0000 -180.0000, } attachment world { offset = 0.0000 0.1660 0.0000, rotate = -180.0000 180.0000 -180.0000, } attachment choketube { offset = 0.0000 -0.4930 0.0255, rotate = 0.0000 0.0000 0.0000, } attachment shellholder { offset = 0.0000 0.0000 0.0230, rotate = 0.0000 0.0000 0.0000, } } model ShotgunSemi { mesh = Weapons/Firearm/ShotgunSemi, texture = weapons/firearm/ShotgunSemi, attachment muzzle { offset = 0.0000 -0.4850 0.0255, rotate = 90.0000 0.0000 -180.0000, } attachment world { offset = 0.0000 0.1660 0.0000, rotate = -180.0000 1.0000 -180.0000, } attachment choketube { offset = 0.0000 -0.4930 0.0255, rotate = 0.0000 0.0000 0.0000, } attachment shellholder { offset = 0.0000 0.0000 0.0230, rotate = 0.0000 0.0000 0.0000, } } model ShotgunSemiSH { mesh = Weapons/Firearm/ShotgunSemi, texture = weapons/firearm/ShotgunSemi, attachment muzzle { offset = 0.0000 -0.4850 0.0255, rotate = 90.0000 0.0000 -180.0000, } attachment world { offset = 0.0000 0.1660 0.0000, rotate = -180.0000 180.0000 -180.0000, } attachment choketube { offset = 0.0000 -0.4930 0.0255, rotate = 0.0000 0.0000 0.0000, } attachment shellholder { offset = 0.0000 0.0000 0.0230, rotate = 0.0000 0.0000 0.0000, } } model ShotgunSemiFGS { mesh = Weapons/Firearm/ShotgunSemi, texture = weapons/firearm/ShotgunSemifiberglass_texture, attachment muzzle { offset = 0.0000 -0.4850 0.0255, rotate = 90.0000 0.0000 -180.0000, } attachment world { offset = 0.0000 0.1660 0.0000, rotate = -180.0000 1.0000 -180.0000, } attachment choketube { offset = 0.0000 -0.4930 0.0255, rotate = 0.0000 0.0000 0.0000, } attachment shellholder { offset = 0.0000 0.0000 0.0230, rotate = 0.0000 0.0000 0.0000, } } model ShotgunSemiFGSSH { mesh = Weapons/Firearm/ShotgunSemi, texture = weapons/firearm/ShotgunSemifiberglass_texture, attachment muzzle { offset = 0.0000 -0.4850 0.0255, rotate = 90.0000 0.0000 -180.0000, } attachment world { offset = 0.0000 0.1660 0.0000, rotate = -180.0000 180.0000 -180.0000, } attachment choketube { offset = 0.0000 -0.4930 0.0255, rotate = 0.0000 0.0000 0.0000, } attachment shellholder { offset = 0.0000 0.0000 0.0230, rotate = 0.0000 0.0000 0.0000, } } model ShotgunSemi2 { mesh = Weapons/Firearm/ShotgunSemi2, texture = weapons/firearm/ShotgunSemi, attachment muzzle { offset = 0.0000 -0.4850 0.0255, rotate = 90.0000 0.0000 -180.0000, } attachment world { offset = 0.0000 0.1660 0.0000, rotate = -180.0000 1.0000 -180.0000, } attachment choketube { offset = 0.0000 -0.4930 0.0255, rotate = 0.0000 0.0000 0.0000, } attachment shellholder { offset = 0.0000 0.0000 0.0230, rotate = 0.0000 0.0000 0.0000, } } model ShotgunSemi2SH { mesh = Weapons/Firearm/ShotgunSemi2, texture = weapons/firearm/ShotgunSemi, attachment muzzle { offset = 0.0000 -0.4850 0.0255, rotate = 90.0000 0.0000 -180.0000, } attachment world { offset = 0.0000 0.1660 0.0000, rotate = -180.0000 180.0000 -180.0000, } attachment choketube { offset = 0.0000 -0.4930 0.0255, rotate = 0.0000 0.0000 0.0000, } attachment shellholder { offset = 0.0000 0.0000 0.0230, rotate = 0.0000 0.0000 0.0000, } } model ShotgunSemi2FGS { mesh = Weapons/Firearm/ShotgunSemi2, texture = weapons/firearm/ShotgunSemifiberglass_texture, attachment muzzle { offset = 0.0000 -0.4850 0.0255, rotate = 90.0000 0.0000 -180.0000, } attachment world { offset = 0.0000 0.1660 0.0000, rotate = -180.0000 1.0000 -180.0000, } attachment choketube { offset = 0.0000 -0.4930 0.0255, rotate = 0.0000 0.0000 0.0000, } attachment shellholder { offset = 0.0000 0.0000 0.0230, rotate = 0.0000 0.0000 0.0000, } } model ShotgunSemi2FGSSH { mesh = Weapons/Firearm/ShotgunSemi2, texture = weapons/firearm/ShotgunSemifiberglass_texture, attachment muzzle { offset = 0.0000 -0.4850 0.0255, rotate = 90.0000 0.0000 -180.0000, } attachment world { offset = 0.0000 0.1660 0.0000, rotate = -180.0000 180.0000 -180.0000, } attachment choketube { offset = 0.0000 -0.4930 0.0255, rotate = 0.0000 0.0000 0.0000, } attachment shellholder { offset = 0.0000 0.0000 0.0230, rotate = 0.0000 0.0000 0.0000, } } model ShotgunSilent { mesh = Weapons/Firearm/ShotgunSilent, texture = weapons/firearm/ShotgunSilent, attachment muzzle { offset = 0.0000 -0.465 0.0255, rotate = 90.0000 0.0000 -180.0000, } attachment world { offset = 0.0000 0.1660 0.0000, rotate = -180.0000 1.0000 -180.0000, } attachment choketube { offset = 0.0000 -0.4930 0.0320, rotate = 180.0000 0.0000 -180.0000, } attachment shellholder { offset = 0.0000 0.0000 0.0230, rotate = 0.0000 0.0000 0.0000, } } model YellowBoyFGS { mesh = weapons/firearm/yellowboy_model, texture = weapons/firearm/greyboy_texture, attachment world { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 180.0000 0.0000, } attachment muzzle { offset = 0.0000 0.4550 0.0240, rotate = -90.0000 0.0000 180.0000, } attachment scope { offset = 0.0000 0.0574 0.0440, rotate = 0.0000 0.0000 0.0000, } attachment scope2 { offset = 0.0000 0.0400 0.0440, rotate = 0.0000 0.0000 0.0000, } attachment bulletloops { offset = -0.0050 0.0000 -0.0150, rotate = 0.0000 0.0000 0.0000, } attachment laser { offset = 0.0142 0.2500 0.0140, rotate = 0.0000 90.0000 0.0000, } } model FAL { mesh = Weapons/firearm/FAL_model, texture = Weapons/firearm/FAL_Texture, attachment muzzle { offset = 0.0050 0.4750 0.0140, rotate = -90.0000 0.0000 0.0000, } attachment scope { offset = 0.0050 0.0350 0.0520, rotate = 0.0000 0.0000 0.0000, } attachment reddot { offset = 0.0050 0.0150 0.0514, rotate = 0.0000 0.0000 0.0000, } attachment laser { offset = 0.0230 0.2800 0.0180, rotate = 0.0000 90.0000 0.0000, } attachment world { offset = 0.0000 0.1660 0.0000, rotate = -180.0000 0.0000 -180.0000, } } model FALClassic { mesh = Weapons/firearm/FAL_model, texture = Weapons/firearm/FALClassic_Texture, attachment muzzle { offset = 0.0050 0.4750 0.0140, rotate = -90.0000 0.0000 0.0000, } attachment world { offset = 0.0000 0.1660 0.0000, rotate = -180.0000 1.0000 -180.0000, } } }