Hooks:PostHook(EconomyTweakData, "_init_armor_skins", "AddNewArmorSkins_Materials2Skins", function(self, ...)
	self.armor_skins.materials_flow = {}
	self.armor_skins.materials_flow.name_id = "bm_mtl_flow"
	self.armor_skins.materials_flow.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_flow.rarity = "uncommon"
	self.armor_skins.materials_flow.reserve_quality = false
	self.armor_skins.materials_flow.steam_economy = false
	self.armor_skins.materials_flow.free = true
	self.armor_skins.materials_flow.unlocked = true
	self.armor_skins.materials_flow.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_flow.base_gradient = Idstring("units/pd2_dlc_jerry/masks/materials/matcap_flow_df")
	self.armor_skins.materials_flow.sticker = nil
	self.armor_skins.materials_flow.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_flow.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_flow.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_titanium = {}
	self.armor_skins.materials_titanium.name_id = "bm_mtl_titanium"
	self.armor_skins.materials_titanium.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_titanium.rarity = "uncommon"
	self.armor_skins.materials_titanium.reserve_quality = false
	self.armor_skins.materials_titanium.steam_economy = false
	self.armor_skins.materials_titanium.free = true
	self.armor_skins.materials_titanium.unlocked = true
	self.armor_skins.materials_titanium.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_titanium.base_gradient = Idstring("units/payday2/matcaps/matcap_titanium_df")
	self.armor_skins.materials_titanium.sticker = nil
	self.armor_skins.materials_titanium.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_titanium.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_titanium.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_chrome_purple = {}
	self.armor_skins.materials_chrome_purple.name_id = "bm_mtl_chrome_purple"
	self.armor_skins.materials_chrome_purple.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_chrome_purple.rarity = "uncommon"
	self.armor_skins.materials_chrome_purple.reserve_quality = false
	self.armor_skins.materials_chrome_purple.steam_economy = false
	self.armor_skins.materials_chrome_purple.free = true
	self.armor_skins.materials_chrome_purple.unlocked = true
	self.armor_skins.materials_chrome_purple.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_chrome_purple.base_gradient = Idstring("units/payday2/matcaps/matcap_chrome_purple_df")
	self.armor_skins.materials_chrome_purple.sticker = nil
	self.armor_skins.materials_chrome_purple.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_chrome_purple.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_chrome_purple.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_carpet = {}
	self.armor_skins.materials_carpet.name_id = "bm_mtl_carpet"
	self.armor_skins.materials_carpet.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_carpet.rarity = "uncommon"
	self.armor_skins.materials_carpet.reserve_quality = false
	self.armor_skins.materials_carpet.steam_economy = false
	self.armor_skins.materials_carpet.free = true
	self.armor_skins.materials_carpet.unlocked = true
	self.armor_skins.materials_carpet.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_carpet.base_gradient = Idstring("units/pd2_dlc_casino/matcaps/matcap_carpet_df")
	self.armor_skins.materials_carpet.sticker = nil
	self.armor_skins.materials_carpet.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_carpet.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_carpet.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_prehistoric = {}
	self.armor_skins.materials_prehistoric.name_id = "bm_mtl_prehistoric"
	self.armor_skins.materials_prehistoric.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_prehistoric.rarity = "uncommon"
	self.armor_skins.materials_prehistoric.reserve_quality = false
	self.armor_skins.materials_prehistoric.steam_economy = false
	self.armor_skins.materials_prehistoric.free = true
	self.armor_skins.materials_prehistoric.unlocked = true
	self.armor_skins.materials_prehistoric.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_prehistoric.base_gradient = Idstring("units/pd2_dlc_akm4_modpack/materials/matcap_prehistoric_df")
	self.armor_skins.materials_prehistoric.sticker = nil
	self.armor_skins.materials_prehistoric.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_prehistoric.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_prehistoric.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_mist = {}
	self.armor_skins.materials_mist.name_id = "bm_mtl_mist"
	self.armor_skins.materials_mist.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_mist.rarity = "uncommon"
	self.armor_skins.materials_mist.reserve_quality = false
	self.armor_skins.materials_mist.steam_economy = false
	self.armor_skins.materials_mist.free = true
	self.armor_skins.materials_mist.unlocked = true
	self.armor_skins.materials_mist.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_mist.base_gradient = Idstring("units/pd2_dlc_pim/masks/materials/matcap_mist_df")
	self.armor_skins.materials_mist.sticker = nil
	self.armor_skins.materials_mist.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_mist.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_mist.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_hatred = {}
	self.armor_skins.materials_hatred.name_id = "bm_mtl_hatred"
	self.armor_skins.materials_hatred.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_hatred.rarity = "uncommon"
	self.armor_skins.materials_hatred.reserve_quality = false
	self.armor_skins.materials_hatred.steam_economy = false
	self.armor_skins.materials_hatred.free = true
	self.armor_skins.materials_hatred.unlocked = true
	self.armor_skins.materials_hatred.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_hatred.base_gradient = Idstring("units/pd2_dlc_miami/matcaps/matcap_hatred_df")
	self.armor_skins.materials_hatred.sticker = nil
	self.armor_skins.materials_hatred.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_hatred.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_hatred.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_hades = {}
	self.armor_skins.materials_hades.name_id = "bm_mtl_hades"
	self.armor_skins.materials_hades.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_hades.rarity = "uncommon"
	self.armor_skins.materials_hades.reserve_quality = false
	self.armor_skins.materials_hades.steam_economy = false
	self.armor_skins.materials_hades.free = true
	self.armor_skins.materials_hades.unlocked = true
	self.armor_skins.materials_hades.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_hades.base_gradient = Idstring("units/pd2_dlc_infamy/matcaps/matcap_hades_df")
	self.armor_skins.materials_hades.sticker = nil
	self.armor_skins.materials_hades.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_hades.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_hades.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_gemstone = {}
	self.armor_skins.materials_gemstone.name_id = "bm_mtl_gemstone"
	self.armor_skins.materials_gemstone.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_gemstone.rarity = "uncommon"
	self.armor_skins.materials_gemstone.reserve_quality = false
	self.armor_skins.materials_gemstone.steam_economy = false
	self.armor_skins.materials_gemstone.free = true
	self.armor_skins.materials_gemstone.unlocked = true
	self.armor_skins.materials_gemstone.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_gemstone.base_gradient = Idstring("units/pd2_dlc_big/matcaps/matcap_gemstone_df")
	self.armor_skins.materials_gemstone.sticker = nil
	self.armor_skins.materials_gemstone.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_gemstone.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_gemstone.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_bandages = {}
	self.armor_skins.materials_bandages.name_id = "bm_mtl_bandages"
	self.armor_skins.materials_bandages.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_bandages.rarity = "uncommon"
	self.armor_skins.materials_bandages.reserve_quality = false
	self.armor_skins.materials_bandages.steam_economy = false
	self.armor_skins.materials_bandages.free = true
	self.armor_skins.materials_bandages.unlocked = true
	self.armor_skins.materials_bandages.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_bandages.base_gradient = Idstring("units/pd2_indiana/materials/matcap_bandages_df")
	self.armor_skins.materials_bandages.sticker = nil
	self.armor_skins.materials_bandages.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_bandages.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_bandages.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_haze = {}
	self.armor_skins.materials_haze.name_id = "bm_mtl_haze"
	self.armor_skins.materials_haze.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_haze.rarity = "uncommon"
	self.armor_skins.materials_haze.reserve_quality = false
	self.armor_skins.materials_haze.steam_economy = false
	self.armor_skins.materials_haze.free = true
	self.armor_skins.materials_haze.unlocked = true
	self.armor_skins.materials_haze.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_haze.base_gradient = Idstring("units/pd2_dlc_infamy/matcaps/matcap_haze_df")
	self.armor_skins.materials_haze.sticker = nil
	self.armor_skins.materials_haze.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_haze.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_haze.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_heavymetal = {}
	self.armor_skins.materials_heavymetal.name_id = "bm_mtl_heavymetal"
	self.armor_skins.materials_heavymetal.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_heavymetal.rarity = "uncommon"
	self.armor_skins.materials_heavymetal.reserve_quality = false
	self.armor_skins.materials_heavymetal.steam_economy = false
	self.armor_skins.materials_heavymetal.free = true
	self.armor_skins.materials_heavymetal.unlocked = true
	self.armor_skins.materials_heavymetal.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_heavymetal.base_gradient = Idstring("units/pd2_dlc_dec5/matcaps/matcap_heavymetal_df")
	self.armor_skins.materials_heavymetal.sticker = nil
	self.armor_skins.materials_heavymetal.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_heavymetal.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_heavymetal.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_sparks = {}
	self.armor_skins.materials_sparks.name_id = "bm_mtl_sparks"
	self.armor_skins.materials_sparks.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_sparks.rarity = "uncommon"
	self.armor_skins.materials_sparks.reserve_quality = false
	self.armor_skins.materials_sparks.steam_economy = false
	self.armor_skins.materials_sparks.free = true
	self.armor_skins.materials_sparks.unlocked = true
	self.armor_skins.materials_sparks.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_sparks.base_gradient = Idstring("units/pd2_dlc_gage_shot/matcaps/matcap_sparks_df")
	self.armor_skins.materials_sparks.sticker = nil
	self.armor_skins.materials_sparks.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_sparks.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_sparks.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_dimblue = {}
	self.armor_skins.materials_dimblue.name_id = "bm_mtl_dimblue"
	self.armor_skins.materials_dimblue.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_dimblue.rarity = "uncommon"
	self.armor_skins.materials_dimblue.reserve_quality = false
	self.armor_skins.materials_dimblue.steam_economy = false
	self.armor_skins.materials_dimblue.free = true
	self.armor_skins.materials_dimblue.unlocked = true
	self.armor_skins.materials_dimblue.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_dimblue.base_gradient = Idstring("units/pd2_dlc_arena/masks/materials/matcap_dimblue_df")
	self.armor_skins.materials_dimblue.sticker = nil
	self.armor_skins.materials_dimblue.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_dimblue.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_dimblue.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_rainbow = {}
	self.armor_skins.materials_rainbow.name_id = "bm_mtl_rainbow"
	self.armor_skins.materials_rainbow.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_rainbow.rarity = "uncommon"
	self.armor_skins.materials_rainbow.reserve_quality = false
	self.armor_skins.materials_rainbow.steam_economy = false
	self.armor_skins.materials_rainbow.free = true
	self.armor_skins.materials_rainbow.unlocked = true
	self.armor_skins.materials_rainbow.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_rainbow.base_gradient = Idstring("units/payday2/matcaps/matcap_rainbow_df")
	self.armor_skins.materials_rainbow.sticker = nil
	self.armor_skins.materials_rainbow.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_rainbow.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_rainbow.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_goldfever = {}
	self.armor_skins.materials_goldfever.name_id = "bm_mtl_goldfever"
	self.armor_skins.materials_goldfever.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_goldfever.rarity = "uncommon"
	self.armor_skins.materials_goldfever.reserve_quality = false
	self.armor_skins.materials_goldfever.steam_economy = false
	self.armor_skins.materials_goldfever.free = true
	self.armor_skins.materials_goldfever.unlocked = true
	self.armor_skins.materials_goldfever.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_goldfever.base_gradient = Idstring("units/pd2_dlc_west/masks/materials/matcap_goldfever_df")
	self.armor_skins.materials_goldfever.sticker = nil
	self.armor_skins.materials_goldfever.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_goldfever.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_goldfever.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_explosive = {}
	self.armor_skins.materials_explosive.name_id = "bm_mtl_explosive"
	self.armor_skins.materials_explosive.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_explosive.rarity = "uncommon"
	self.armor_skins.materials_explosive.reserve_quality = false
	self.armor_skins.materials_explosive.steam_economy = false
	self.armor_skins.materials_explosive.free = true
	self.armor_skins.materials_explosive.unlocked = true
	self.armor_skins.materials_explosive.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_explosive.base_gradient = Idstring("units/pd2_dlc_gage_shot/matcaps/matcap_explosive_df")
	self.armor_skins.materials_explosive.sticker = nil
	self.armor_skins.materials_explosive.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_explosive.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_explosive.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_leather = {}
	self.armor_skins.materials_leather.name_id = "bm_mtl_leather1"
	self.armor_skins.materials_leather.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_leather.rarity = "uncommon"
	self.armor_skins.materials_leather.reserve_quality = false
	self.armor_skins.materials_leather.steam_economy = false
	self.armor_skins.materials_leather.free = true
	self.armor_skins.materials_leather.unlocked = true
	self.armor_skins.materials_leather.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_leather.base_gradient = Idstring("units/payday2/matcaps/matcap_leather1_df")
	self.armor_skins.materials_leather.sticker = nil
	self.armor_skins.materials_leather.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_leather.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_leather.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_bionic = {}
	self.armor_skins.materials_bionic.name_id = "bm_mtl_bionic"
	self.armor_skins.materials_bionic.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_bionic.rarity = "uncommon"
	self.armor_skins.materials_bionic.reserve_quality = false
	self.armor_skins.materials_bionic.steam_economy = false
	self.armor_skins.materials_bionic.free = true
	self.armor_skins.materials_bionic.unlocked = true
	self.armor_skins.materials_bionic.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_bionic.base_gradient = Idstring("units/pd2_dlc_arena/masks/materials/matcap_bionic_df")
	self.armor_skins.materials_bionic.sticker = nil
	self.armor_skins.materials_bionic.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_bionic.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_bionic.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_patriot = {}
	self.armor_skins.materials_patriot.name_id = "bm_mtl_patriot"
	self.armor_skins.materials_patriot.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_patriot.rarity = "uncommon"
	self.armor_skins.materials_patriot.reserve_quality = false
	self.armor_skins.materials_patriot.steam_economy = false
	self.armor_skins.materials_patriot.free = true
	self.armor_skins.materials_patriot.unlocked = true
	self.armor_skins.materials_patriot.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_patriot.base_gradient = Idstring("units/pd2_dlc_gage_historical/materials/matcap_patriot_df")
	self.armor_skins.materials_patriot.sticker = nil
	self.armor_skins.materials_patriot.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_patriot.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_patriot.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_forged = {}
	self.armor_skins.materials_forged.name_id = "bm_mtl_forged"
	self.armor_skins.materials_forged.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_forged.rarity = "uncommon"
	self.armor_skins.materials_forged.reserve_quality = false
	self.armor_skins.materials_forged.steam_economy = false
	self.armor_skins.materials_forged.free = true
	self.armor_skins.materials_forged.unlocked = true
	self.armor_skins.materials_forged.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_forged.base_gradient = Idstring("units/pd2_dlc_steel/masks/materials/matcap_forged_df")
	self.armor_skins.materials_forged.sticker = nil
	self.armor_skins.materials_forged.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_forged.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_forged.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_sunset = {}
	self.armor_skins.materials_sunset.name_id = "bm_mtl_sunset"
	self.armor_skins.materials_sunset.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_sunset.rarity = "uncommon"
	self.armor_skins.materials_sunset.reserve_quality = false
	self.armor_skins.materials_sunset.steam_economy = false
	self.armor_skins.materials_sunset.free = true
	self.armor_skins.materials_sunset.unlocked = true
	self.armor_skins.materials_sunset.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_sunset.base_gradient = Idstring("units/pd2_dlc_miami/matcaps/matcap_sunset_df")
	self.armor_skins.materials_sunset.sticker = nil
	self.armor_skins.materials_sunset.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_sunset.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_sunset.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_cosmoline = {}
	self.armor_skins.materials_cosmoline.name_id = "bm_mtl_cosmoline"
	self.armor_skins.materials_cosmoline.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_cosmoline.rarity = "uncommon"
	self.armor_skins.materials_cosmoline.reserve_quality = false
	self.armor_skins.materials_cosmoline.steam_economy = false
	self.armor_skins.materials_cosmoline.free = true
	self.armor_skins.materials_cosmoline.unlocked = true
	self.armor_skins.materials_cosmoline.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_cosmoline.base_gradient = Idstring("units/pd2_poetry_winners/materials/matcap_cosmoline_df")
	self.armor_skins.materials_cosmoline.sticker = nil
	self.armor_skins.materials_cosmoline.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_cosmoline.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_cosmoline.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_carbon = {}
	self.armor_skins.materials_carbon.name_id = "bm_mtl_carbon"
	self.armor_skins.materials_carbon.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_carbon.rarity = "uncommon"
	self.armor_skins.materials_carbon.reserve_quality = false
	self.armor_skins.materials_carbon.steam_economy = false
	self.armor_skins.materials_carbon.free = true
	self.armor_skins.materials_carbon.unlocked = true
	self.armor_skins.materials_carbon.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_carbon.base_gradient = Idstring("units/payday2/matcaps/matcap_carbon_df")
	self.armor_skins.materials_carbon.sticker = nil
	self.armor_skins.materials_carbon.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_carbon.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_carbon.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_sancti = {}
	self.armor_skins.materials_sancti.name_id = "bm_mtl_sancti"
	self.armor_skins.materials_sancti.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_sancti.rarity = "uncommon"
	self.armor_skins.materials_sancti.reserve_quality = false
	self.armor_skins.materials_sancti.steam_economy = false
	self.armor_skins.materials_sancti.free = true
	self.armor_skins.materials_sancti.unlocked = true
	self.armor_skins.materials_sancti.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_sancti.base_gradient = Idstring("units/pd2_dlc_jerry/masks/materials/matcap_sancti_df")
	self.armor_skins.materials_sancti.sticker = nil
	self.armor_skins.materials_sancti.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_sancti.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_sancti.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_bark2 = {}
	self.armor_skins.materials_bark2.name_id = "bm_mtl_bark2"
	self.armor_skins.materials_bark2.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_bark2.rarity = "uncommon"
	self.armor_skins.materials_bark2.reserve_quality = false
	self.armor_skins.materials_bark2.steam_economy = false
	self.armor_skins.materials_bark2.free = true
	self.armor_skins.materials_bark2.unlocked = true
	self.armor_skins.materials_bark2.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_bark2.base_gradient = Idstring("units/payday2/matcaps/matcap_bark2_df")
	self.armor_skins.materials_bark2.sticker = nil
	self.armor_skins.materials_bark2.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_bark2.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_bark2.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_carapace = {}
	self.armor_skins.materials_carapace.name_id = "bm_mtl_carapace"
	self.armor_skins.materials_carapace.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_carapace.rarity = "uncommon"
	self.armor_skins.materials_carapace.reserve_quality = false
	self.armor_skins.materials_carapace.steam_economy = false
	self.armor_skins.materials_carapace.free = true
	self.armor_skins.materials_carapace.unlocked = true
	self.armor_skins.materials_carapace.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_carapace.base_gradient = Idstring("units/pd2_dlc_gage_snp/materials/matcap_carapace_df")
	self.armor_skins.materials_carapace.sticker = nil
	self.armor_skins.materials_carapace.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_carapace.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_carapace.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_alien_slime = {}
	self.armor_skins.materials_alien_slime.name_id = "bm_mtl_alien_slime"
	self.armor_skins.materials_alien_slime.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_alien_slime.rarity = "uncommon"
	self.armor_skins.materials_alien_slime.reserve_quality = false
	self.armor_skins.materials_alien_slime.steam_economy = false
	self.armor_skins.materials_alien_slime.free = true
	self.armor_skins.materials_alien_slime.unlocked = true
	self.armor_skins.materials_alien_slime.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_alien_slime.base_gradient = Idstring("units/pd2_dlc_infamy/matcaps/matcap_alien_slime_df")
	self.armor_skins.materials_alien_slime.sticker = nil
	self.armor_skins.materials_alien_slime.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_alien_slime.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_alien_slime.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_punk = {}
	self.armor_skins.materials_punk.name_id = "bm_mtl_punk"
	self.armor_skins.materials_punk.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_punk.rarity = "uncommon"
	self.armor_skins.materials_punk.reserve_quality = false
	self.armor_skins.materials_punk.steam_economy = false
	self.armor_skins.materials_punk.free = true
	self.armor_skins.materials_punk.unlocked = true
	self.armor_skins.materials_punk.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_punk.base_gradient = Idstring("units/pd2_dlc_infamy/matcaps/matcap_punk_df")
	self.armor_skins.materials_punk.sticker = nil
	self.armor_skins.materials_punk.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_punk.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_punk.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_chromescape = {}
	self.armor_skins.materials_chromescape.name_id = "bm_mtl_chromescape"
	self.armor_skins.materials_chromescape.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_chromescape.rarity = "uncommon"
	self.armor_skins.materials_chromescape.reserve_quality = false
	self.armor_skins.materials_chromescape.steam_economy = false
	self.armor_skins.materials_chromescape.free = true
	self.armor_skins.materials_chromescape.unlocked = true
	self.armor_skins.materials_chromescape.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_chromescape.base_gradient = Idstring("units/pd2_dlc_miami/matcaps/matcap_chromescape_df")
	self.armor_skins.materials_chromescape.sticker = nil
	self.armor_skins.materials_chromescape.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_chromescape.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_chromescape.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_stained_glass = {}
	self.armor_skins.materials_stained_glass.name_id = "bm_mtl_stained_glass"
	self.armor_skins.materials_stained_glass.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_stained_glass.rarity = "uncommon"
	self.armor_skins.materials_stained_glass.reserve_quality = false
	self.armor_skins.materials_stained_glass.steam_economy = false
	self.armor_skins.materials_stained_glass.free = true
	self.armor_skins.materials_stained_glass.unlocked = true
	self.armor_skins.materials_stained_glass.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_stained_glass.base_gradient = Idstring("units/pd2_dlc_arena/masks/materials/matcap_stained_glass_df")
	self.armor_skins.materials_stained_glass.sticker = nil
	self.armor_skins.materials_stained_glass.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_stained_glass.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_stained_glass.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_oxide_bronze = {}
	self.armor_skins.materials_oxide_bronze.name_id = "bm_mtl_oxide_bronze"
	self.armor_skins.materials_oxide_bronze.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_oxide_bronze.rarity = "uncommon"
	self.armor_skins.materials_oxide_bronze.reserve_quality = false
	self.armor_skins.materials_oxide_bronze.steam_economy = false
	self.armor_skins.materials_oxide_bronze.free = true
	self.armor_skins.materials_oxide_bronze.unlocked = true
	self.armor_skins.materials_oxide_bronze.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_oxide_bronze.base_gradient = Idstring("units/payday2/matcaps/matcap_oxide_bronze_df")
	self.armor_skins.materials_oxide_bronze.sticker = nil
	self.armor_skins.materials_oxide_bronze.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_oxide_bronze.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_oxide_bronze.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_army_deep_green = {}
	self.armor_skins.materials_army_deep_green.name_id = "bm_mtl_army_deep_green"
	self.armor_skins.materials_army_deep_green.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_army_deep_green.rarity = "uncommon"
	self.armor_skins.materials_army_deep_green.reserve_quality = false
	self.armor_skins.materials_army_deep_green.steam_economy = false
	self.armor_skins.materials_army_deep_green.free = true
	self.armor_skins.materials_army_deep_green.unlocked = true
	self.armor_skins.materials_army_deep_green.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_army_deep_green.base_gradient = Idstring("units/pd2_dlc_tng/masks/materials/matcap_army_deep_green_df")
	self.armor_skins.materials_army_deep_green.sticker = nil
	self.armor_skins.materials_army_deep_green.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_army_deep_green.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_army_deep_green.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_rock2 = {}
	self.armor_skins.materials_rock2.name_id = "bm_mtl_rock2"
	self.armor_skins.materials_rock2.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_rock2.rarity = "uncommon"
	self.armor_skins.materials_rock2.reserve_quality = false
	self.armor_skins.materials_rock2.steam_economy = false
	self.armor_skins.materials_rock2.free = true
	self.armor_skins.materials_rock2.unlocked = true
	self.armor_skins.materials_rock2.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_rock2.base_gradient = Idstring("units/payday2/matcaps/matcap_rock2_df")
	self.armor_skins.materials_rock2.sticker = nil
	self.armor_skins.materials_rock2.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_rock2.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_rock2.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_neon = {}
	self.armor_skins.materials_neon.name_id = "bm_mtl_neon"
	self.armor_skins.materials_neon.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_neon.rarity = "uncommon"
	self.armor_skins.materials_neon.reserve_quality = false
	self.armor_skins.materials_neon.steam_economy = false
	self.armor_skins.materials_neon.free = true
	self.armor_skins.materials_neon.unlocked = true
	self.armor_skins.materials_neon.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_neon.base_gradient = Idstring("units/pd2_dlc_miami/matcaps/matcap_neon_df")
	self.armor_skins.materials_neon.sticker = nil
	self.armor_skins.materials_neon.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_neon.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_neon.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_plastic_hood = {}
	self.armor_skins.materials_plastic_hood.name_id = "bm_mtl_plastic_hood"
	self.armor_skins.materials_plastic_hood.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_plastic_hood.rarity = "uncommon"
	self.armor_skins.materials_plastic_hood.reserve_quality = false
	self.armor_skins.materials_plastic_hood.steam_economy = false
	self.armor_skins.materials_plastic_hood.free = true
	self.armor_skins.materials_plastic_hood.unlocked = true
	self.armor_skins.materials_plastic_hood.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_plastic_hood.base_gradient = Idstring("units/pd2_dlc_infamy/matcaps/matcap_plastic_hood_df")
	self.armor_skins.materials_plastic_hood.sticker = nil
	self.armor_skins.materials_plastic_hood.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_plastic_hood.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_plastic_hood.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_scorpion = {}
	self.armor_skins.materials_scorpion.name_id = "bm_mtl_scorpion"
	self.armor_skins.materials_scorpion.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_scorpion.rarity = "uncommon"
	self.armor_skins.materials_scorpion.reserve_quality = false
	self.armor_skins.materials_scorpion.steam_economy = false
	self.armor_skins.materials_scorpion.free = true
	self.armor_skins.materials_scorpion.unlocked = true
	self.armor_skins.materials_scorpion.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_scorpion.base_gradient = Idstring("units/pd2_dlc_west/masks/materials/matcap_scorpion_df")
	self.armor_skins.materials_scorpion.sticker = nil
	self.armor_skins.materials_scorpion.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_scorpion.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_scorpion.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_sinister = {}
	self.armor_skins.materials_sinister.name_id = "bm_mtl_sinister"
	self.armor_skins.materials_sinister.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_sinister.rarity = "uncommon"
	self.armor_skins.materials_sinister.reserve_quality = false
	self.armor_skins.materials_sinister.steam_economy = false
	self.armor_skins.materials_sinister.free = true
	self.armor_skins.materials_sinister.unlocked = true
	self.armor_skins.materials_sinister.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_sinister.base_gradient = Idstring("units/pd2_dlc_infamy/matcaps/matcap_sinister_df")
	self.armor_skins.materials_sinister.sticker = nil
	self.armor_skins.materials_sinister.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_sinister.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_sinister.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_golden_hour = {}
	self.armor_skins.materials_golden_hour.name_id = "bm_mtl_golden_hour"
	self.armor_skins.materials_golden_hour.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_golden_hour.rarity = "uncommon"
	self.armor_skins.materials_golden_hour.reserve_quality = false
	self.armor_skins.materials_golden_hour.steam_economy = false
	self.armor_skins.materials_golden_hour.free = true
	self.armor_skins.materials_golden_hour.unlocked = true
	self.armor_skins.materials_golden_hour.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_golden_hour.base_gradient = Idstring("units/pd2_dlc_friend/masks/materials/matcap_golden_hour_df")
	self.armor_skins.materials_golden_hour.sticker = nil
	self.armor_skins.materials_golden_hour.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_golden_hour.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_golden_hour.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_denim = {}
	self.armor_skins.materials_denim.name_id = "bm_mtl_denim"
	self.armor_skins.materials_denim.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_denim.rarity = "uncommon"
	self.armor_skins.materials_denim.reserve_quality = false
	self.armor_skins.materials_denim.steam_economy = false
	self.armor_skins.materials_denim.free = true
	self.armor_skins.materials_denim.unlocked = true
	self.armor_skins.materials_denim.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_denim.base_gradient = Idstring("units/payday2/matcaps/matcap_denim_df")
	self.armor_skins.materials_denim.sticker = nil
	self.armor_skins.materials_denim.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_denim.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_denim.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_finewood = {}
	self.armor_skins.materials_finewood.name_id = "bm_mtl_finewood"
	self.armor_skins.materials_finewood.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_finewood.rarity = "uncommon"
	self.armor_skins.materials_finewood.reserve_quality = false
	self.armor_skins.materials_finewood.steam_economy = false
	self.armor_skins.materials_finewood.free = true
	self.armor_skins.materials_finewood.unlocked = true
	self.armor_skins.materials_finewood.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_finewood.base_gradient = Idstring("units/payday2/matcaps/matcap_finewood_df")
	self.armor_skins.materials_finewood.sticker = nil
	self.armor_skins.materials_finewood.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_finewood.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_finewood.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_nebula = {}
	self.armor_skins.materials_nebula.name_id = "bm_mtl_nebula"
	self.armor_skins.materials_nebula.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_nebula.rarity = "uncommon"
	self.armor_skins.materials_nebula.reserve_quality = false
	self.armor_skins.materials_nebula.steam_economy = false
	self.armor_skins.materials_nebula.free = true
	self.armor_skins.materials_nebula.unlocked = true
	self.armor_skins.materials_nebula.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_nebula.base_gradient = Idstring("units/pd2_dlc_mad/masks/materials/matcap_nebula_df")
	self.armor_skins.materials_nebula.sticker = nil
	self.armor_skins.materials_nebula.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_nebula.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_nebula.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_matteblack = {}
	self.armor_skins.materials_matteblack.name_id = "bm_mtl_matteblack"
	self.armor_skins.materials_matteblack.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_matteblack.rarity = "uncommon"
	self.armor_skins.materials_matteblack.reserve_quality = false
	self.armor_skins.materials_matteblack.steam_economy = false
	self.armor_skins.materials_matteblack.free = true
	self.armor_skins.materials_matteblack.unlocked = true
	self.armor_skins.materials_matteblack.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_matteblack.base_gradient = Idstring("units/payday2/matcaps/matcap_matteblack_df")
	self.armor_skins.materials_matteblack.sticker = nil
	self.armor_skins.materials_matteblack.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_matteblack.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_matteblack.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_scales = {}
	self.armor_skins.materials_scales.name_id = "bm_mtl_scales"
	self.armor_skins.materials_scales.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_scales.rarity = "uncommon"
	self.armor_skins.materials_scales.reserve_quality = false
	self.armor_skins.materials_scales.steam_economy = false
	self.armor_skins.materials_scales.free = true
	self.armor_skins.materials_scales.unlocked = true
	self.armor_skins.materials_scales.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_scales.base_gradient = Idstring("units/payday2/matcaps/matcap_scales_df")
	self.armor_skins.materials_scales.sticker = nil
	self.armor_skins.materials_scales.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_scales.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_scales.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_alligator = {}
	self.armor_skins.materials_alligator.name_id = "bm_mtl_alligator"
	self.armor_skins.materials_alligator.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_alligator.rarity = "uncommon"
	self.armor_skins.materials_alligator.reserve_quality = false
	self.armor_skins.materials_alligator.steam_economy = false
	self.armor_skins.materials_alligator.free = true
	self.armor_skins.materials_alligator.unlocked = true
	self.armor_skins.materials_alligator.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_alligator.base_gradient = Idstring("units/payday2/matcaps/matcap_alligator_df")
	self.armor_skins.materials_alligator.sticker = nil
	self.armor_skins.materials_alligator.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_alligator.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_alligator.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_carbongrid = {}
	self.armor_skins.materials_carbongrid.name_id = "bm_mtl_carbongrid"
	self.armor_skins.materials_carbongrid.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_carbongrid.rarity = "uncommon"
	self.armor_skins.materials_carbongrid.reserve_quality = false
	self.armor_skins.materials_carbongrid.steam_economy = false
	self.armor_skins.materials_carbongrid.free = true
	self.armor_skins.materials_carbongrid.unlocked = true
	self.armor_skins.materials_carbongrid.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_carbongrid.base_gradient = Idstring("units/pd2_poetry_winners/materials/matcap_carbongrid_df")
	self.armor_skins.materials_carbongrid.sticker = nil
	self.armor_skins.materials_carbongrid.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_carbongrid.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_carbongrid.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_wicker1 = {}
	self.armor_skins.materials_wicker1.name_id = "bm_mtl_wicker1"
	self.armor_skins.materials_wicker1.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_wicker1.rarity = "uncommon"
	self.armor_skins.materials_wicker1.reserve_quality = false
	self.armor_skins.materials_wicker1.steam_economy = false
	self.armor_skins.materials_wicker1.free = true
	self.armor_skins.materials_wicker1.unlocked = true
	self.armor_skins.materials_wicker1.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_wicker1.base_gradient = Idstring("units/payday2/matcaps/matcap_wicker1_df")
	self.armor_skins.materials_wicker1.sticker = nil
	self.armor_skins.materials_wicker1.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_wicker1.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_wicker1.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_radioactive = {}
	self.armor_skins.materials_radioactive.name_id = "bm_mtl_radioactive"
	self.armor_skins.materials_radioactive.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_radioactive.rarity = "uncommon"
	self.armor_skins.materials_radioactive.reserve_quality = false
	self.armor_skins.materials_radioactive.steam_economy = false
	self.armor_skins.materials_radioactive.free = true
	self.armor_skins.materials_radioactive.unlocked = true
	self.armor_skins.materials_radioactive.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_radioactive.base_gradient = Idstring("units/payday2/matcaps/matcap_radioactive_df")
	self.armor_skins.materials_radioactive.sticker = nil
	self.armor_skins.materials_radioactive.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_radioactive.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_radioactive.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_bananapeel = {}
	self.armor_skins.materials_bananapeel.name_id = "bm_mtl_bananapeel"
	self.armor_skins.materials_bananapeel.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_bananapeel.rarity = "uncommon"
	self.armor_skins.materials_bananapeel.reserve_quality = false
	self.armor_skins.materials_bananapeel.steam_economy = false
	self.armor_skins.materials_bananapeel.free = true
	self.armor_skins.materials_bananapeel.unlocked = true
	self.armor_skins.materials_bananapeel.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_bananapeel.base_gradient = Idstring("units/pd2_dlc_gage_shot/matcaps/matcap_bananapeel_df")
	self.armor_skins.materials_bananapeel.sticker = nil
	self.armor_skins.materials_bananapeel.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_bananapeel.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_bananapeel.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_slime = {}
	self.armor_skins.materials_slime.name_id = "bm_mtl_slime"
	self.armor_skins.materials_slime.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_slime.rarity = "uncommon"
	self.armor_skins.materials_slime.reserve_quality = false
	self.armor_skins.materials_slime.steam_economy = false
	self.armor_skins.materials_slime.free = true
	self.armor_skins.materials_slime.unlocked = true
	self.armor_skins.materials_slime.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_slime.base_gradient = Idstring("units/payday2/matcaps/matcap_slime_df")
	self.armor_skins.materials_slime.sticker = nil
	self.armor_skins.materials_slime.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_slime.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_slime.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_casino = {}
	self.armor_skins.materials_casino.name_id = "bm_mtl_casino"
	self.armor_skins.materials_casino.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_casino.rarity = "uncommon"
	self.armor_skins.materials_casino.reserve_quality = false
	self.armor_skins.materials_casino.steam_economy = false
	self.armor_skins.materials_casino.free = true
	self.armor_skins.materials_casino.unlocked = true
	self.armor_skins.materials_casino.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_casino.base_gradient = Idstring("units/pd2_dlc_casino/matcaps/matcap_casino_df")
	self.armor_skins.materials_casino.sticker = nil
	self.armor_skins.materials_casino.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_casino.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_casino.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_void = {}
	self.armor_skins.materials_void.name_id = "bm_mtl_void"
	self.armor_skins.materials_void.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_void.rarity = "uncommon"
	self.armor_skins.materials_void.reserve_quality = false
	self.armor_skins.materials_void.steam_economy = false
	self.armor_skins.materials_void.free = true
	self.armor_skins.materials_void.unlocked = true
	self.armor_skins.materials_void.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_void.base_gradient = Idstring("units/pd2_dlc_gage_assault/materials/matcap_void_df")
	self.armor_skins.materials_void.sticker = nil
	self.armor_skins.materials_void.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_void.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_void.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_shiny_and_chrome = {}
	self.armor_skins.materials_shiny_and_chrome.name_id = "bm_mtl_shiny_and_chrome"
	self.armor_skins.materials_shiny_and_chrome.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_shiny_and_chrome.rarity = "uncommon"
	self.armor_skins.materials_shiny_and_chrome.reserve_quality = false
	self.armor_skins.materials_shiny_and_chrome.steam_economy = false
	self.armor_skins.materials_shiny_and_chrome.free = true
	self.armor_skins.materials_shiny_and_chrome.unlocked = true
	self.armor_skins.materials_shiny_and_chrome.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_shiny_and_chrome.base_gradient = Idstring("units/pd2_dlc_born/masks/materials/matcap_red_gold_df")
	self.armor_skins.materials_shiny_and_chrome.sticker = nil
	self.armor_skins.materials_shiny_and_chrome.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_shiny_and_chrome.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_shiny_and_chrome.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_mushroom_cloud = {}
	self.armor_skins.materials_mushroom_cloud.name_id = "bm_mtl_matcap_mushroom_cloud_df"
	self.armor_skins.materials_mushroom_cloud.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_mushroom_cloud.rarity = "uncommon"
	self.armor_skins.materials_mushroom_cloud.reserve_quality = false
	self.armor_skins.materials_mushroom_cloud.steam_economy = false
	self.armor_skins.materials_mushroom_cloud.free = true
	self.armor_skins.materials_mushroom_cloud.unlocked = true
	self.armor_skins.materials_mushroom_cloud.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_mushroom_cloud.base_gradient = Idstring("units/pd2_dlc_lupus/materials/matcap_mushroom_cloud_df")
	self.armor_skins.materials_mushroom_cloud.sticker = nil
	self.armor_skins.materials_mushroom_cloud.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_mushroom_cloud.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_mushroom_cloud.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_evil = {}
	self.armor_skins.materials_evil.name_id = "bm_mtl_evil"
	self.armor_skins.materials_evil.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_evil.rarity = "uncommon"
	self.armor_skins.materials_evil.reserve_quality = false
	self.armor_skins.materials_evil.steam_economy = false
	self.armor_skins.materials_evil.free = true
	self.armor_skins.materials_evil.unlocked = true
	self.armor_skins.materials_evil.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_evil.base_gradient = Idstring("units/pd2_dlc_gage_assault/materials/matcap_evil_df")
	self.armor_skins.materials_evil.sticker = nil
	self.armor_skins.materials_evil.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_evil.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_evil.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_rock_marble = {}
	self.armor_skins.materials_rock_marble.name_id = "bm_mtl_rock_marble"
	self.armor_skins.materials_rock_marble.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_rock_marble.rarity = "uncommon"
	self.armor_skins.materials_rock_marble.reserve_quality = false
	self.armor_skins.materials_rock_marble.steam_economy = false
	self.armor_skins.materials_rock_marble.free = true
	self.armor_skins.materials_rock_marble.unlocked = true
	self.armor_skins.materials_rock_marble.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_rock_marble.base_gradient = Idstring("units/pd2_dlc_cro/matcaps/matcaps_rock_marble_df")
	self.armor_skins.materials_rock_marble.sticker = nil
	self.armor_skins.materials_rock_marble.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_rock_marble.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_rock_marble.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_baby = {}
	self.armor_skins.materials_baby.name_id = "bm_mtl_baby"
	self.armor_skins.materials_baby.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_baby.rarity = "uncommon"
	self.armor_skins.materials_baby.reserve_quality = false
	self.armor_skins.materials_baby.steam_economy = false
	self.armor_skins.materials_baby.free = true
	self.armor_skins.materials_baby.unlocked = true
	self.armor_skins.materials_baby.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_baby.base_gradient = Idstring("units/pd2_dlc_infamy/matcaps/matcap_baby_df")
	self.armor_skins.materials_baby.sticker = nil
	self.armor_skins.materials_baby.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_baby.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_baby.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_frost = {}
	self.armor_skins.materials_frost.name_id = "bm_mtl_frost"
	self.armor_skins.materials_frost.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_frost.rarity = "uncommon"
	self.armor_skins.materials_frost.reserve_quality = false
	self.armor_skins.materials_frost.steam_economy = false
	self.armor_skins.materials_frost.free = true
	self.armor_skins.materials_frost.unlocked = true
	self.armor_skins.materials_frost.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_frost.base_gradient = Idstring("units/pd2_dlc_gage_assault/materials/matcap_frost_df")
	self.armor_skins.materials_frost.sticker = nil
	self.armor_skins.materials_frost.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_frost.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_frost.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_marble = {}
	self.armor_skins.materials_marble.name_id = "bm_mtl_marble"
	self.armor_skins.materials_marble.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_marble.rarity = "uncommon"
	self.armor_skins.materials_marble.reserve_quality = false
	self.armor_skins.materials_marble.steam_economy = false
	self.armor_skins.materials_marble.free = true
	self.armor_skins.materials_marble.unlocked = true
	self.armor_skins.materials_marble.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_marble.base_gradient = Idstring("units/pd2_dlc1/matcaps/matcap_marble_df")
	self.armor_skins.materials_marble.sticker = nil
	self.armor_skins.materials_marble.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_marble.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_marble.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_black_marble = {}
	self.armor_skins.materials_black_marble.name_id = "bm_mtl_black_marble"
	self.armor_skins.materials_black_marble.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_black_marble.rarity = "uncommon"
	self.armor_skins.materials_black_marble.reserve_quality = false
	self.armor_skins.materials_black_marble.steam_economy = false
	self.armor_skins.materials_black_marble.free = true
	self.armor_skins.materials_black_marble.unlocked = true
	self.armor_skins.materials_black_marble.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_black_marble.base_gradient = Idstring("units/pd2_dlc_friend/masks/materials/matcap_black_marble_df")
	self.armor_skins.materials_black_marble.sticker = nil
	self.armor_skins.materials_black_marble.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_black_marble.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_black_marble.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_deep_bronze = {}
	self.armor_skins.materials_deep_bronze.name_id = "bm_mtl_deep_bronze"
	self.armor_skins.materials_deep_bronze.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_deep_bronze.rarity = "uncommon"
	self.armor_skins.materials_deep_bronze.reserve_quality = false
	self.armor_skins.materials_deep_bronze.steam_economy = false
	self.armor_skins.materials_deep_bronze.free = true
	self.armor_skins.materials_deep_bronze.unlocked = true
	self.armor_skins.materials_deep_bronze.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_deep_bronze.base_gradient = Idstring("units/payday2/matcaps/matcap_deep_bronze_df")
	self.armor_skins.materials_deep_bronze.sticker = nil
	self.armor_skins.materials_deep_bronze.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_deep_bronze.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_deep_bronze.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_meat = {}
	self.armor_skins.materials_meat.name_id = "bm_mtl_meat"
	self.armor_skins.materials_meat.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_meat.rarity = "uncommon"
	self.armor_skins.materials_meat.reserve_quality = false
	self.armor_skins.materials_meat.steam_economy = false
	self.armor_skins.materials_meat.free = true
	self.armor_skins.materials_meat.unlocked = true
	self.armor_skins.materials_meat.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_meat.base_gradient = Idstring("units/pd2_dlc_cro/matcaps/matcaps_meat_df")
	self.armor_skins.materials_meat.sticker = nil
	self.armor_skins.materials_meat.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_meat.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_meat.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_erdl = {}
	self.armor_skins.materials_erdl.name_id = "bm_mtl_erdl"
	self.armor_skins.materials_erdl.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_erdl.rarity = "uncommon"
	self.armor_skins.materials_erdl.reserve_quality = false
	self.armor_skins.materials_erdl.steam_economy = false
	self.armor_skins.materials_erdl.free = true
	self.armor_skins.materials_erdl.unlocked = true
	self.armor_skins.materials_erdl.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_erdl.base_gradient = Idstring("units/pd2_dlc_gage_lmg/matcaps/matcap_erdl_df")
	self.armor_skins.materials_erdl.sticker = nil
	self.armor_skins.materials_erdl.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_erdl.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_erdl.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_enlightment = {}
	self.armor_skins.materials_enlightment.name_id = "bm_mtl_enlightment"
	self.armor_skins.materials_enlightment.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_enlightment.rarity = "uncommon"
	self.armor_skins.materials_enlightment.reserve_quality = false
	self.armor_skins.materials_enlightment.steam_economy = false
	self.armor_skins.materials_enlightment.free = true
	self.armor_skins.materials_enlightment.unlocked = true
	self.armor_skins.materials_enlightment.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_enlightment.base_gradient = Idstring("units/pd2_dlc_arena/masks/materials/matcap_enlightment_df")
	self.armor_skins.materials_enlightment.sticker = nil
	self.armor_skins.materials_enlightment.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_enlightment.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_enlightment.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_pianoblack = {}
	self.armor_skins.materials_pianoblack.name_id = "bm_mtl_pianoblack"
	self.armor_skins.materials_pianoblack.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_pianoblack.rarity = "uncommon"
	self.armor_skins.materials_pianoblack.reserve_quality = false
	self.armor_skins.materials_pianoblack.steam_economy = false
	self.armor_skins.materials_pianoblack.free = true
	self.armor_skins.materials_pianoblack.unlocked = true
	self.armor_skins.materials_pianoblack.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_pianoblack.base_gradient = Idstring("units/payday2/matcaps/matcap_pianoblack_df")
	self.armor_skins.materials_pianoblack.sticker = nil
	self.armor_skins.materials_pianoblack.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_pianoblack.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_pianoblack.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_burn = {}
	self.armor_skins.materials_burn.name_id = "bm_mtl_burn"
	self.armor_skins.materials_burn.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_burn.rarity = "uncommon"
	self.armor_skins.materials_burn.reserve_quality = false
	self.armor_skins.materials_burn.steam_economy = false
	self.armor_skins.materials_burn.free = true
	self.armor_skins.materials_burn.unlocked = true
	self.armor_skins.materials_burn.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_burn.base_gradient = Idstring("units/pd2_dlc_bbq/materials/matcap_burn_df")
	self.armor_skins.materials_burn.sticker = nil
	self.armor_skins.materials_burn.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_burn.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_burn.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_propaganda_palette = {}
	self.armor_skins.materials_propaganda_palette.name_id = "bm_mtl_propaganda_palette"
	self.armor_skins.materials_propaganda_palette.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_propaganda_palette.rarity = "uncommon"
	self.armor_skins.materials_propaganda_palette.reserve_quality = false
	self.armor_skins.materials_propaganda_palette.steam_economy = false
	self.armor_skins.materials_propaganda_palette.free = true
	self.armor_skins.materials_propaganda_palette.unlocked = true
	self.armor_skins.materials_propaganda_palette.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_propaganda_palette.base_gradient = Idstring("units/pd2_dlc_grv/masks/materials/matcap_propaganda_palette_df")
	self.armor_skins.materials_propaganda_palette.sticker = nil
	self.armor_skins.materials_propaganda_palette.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_propaganda_palette.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_propaganda_palette.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_houndstooth = {}
	self.armor_skins.materials_houndstooth.name_id = "bm_mtl_houndstooth"
	self.armor_skins.materials_houndstooth.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_houndstooth.rarity = "uncommon"
	self.armor_skins.materials_houndstooth.reserve_quality = false
	self.armor_skins.materials_houndstooth.steam_economy = false
	self.armor_skins.materials_houndstooth.free = true
	self.armor_skins.materials_houndstooth.unlocked = true
	self.armor_skins.materials_houndstooth.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_houndstooth.base_gradient = Idstring("units/pd2_dlc_lupus/materials/matcap_houndstooth_df")
	self.armor_skins.materials_houndstooth.sticker = nil
	self.armor_skins.materials_houndstooth.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_houndstooth.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_houndstooth.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_ceramics_gzhel = {}
	self.armor_skins.materials_ceramics_gzhel.name_id = "bm_mtl_ceramics_gzhel"
	self.armor_skins.materials_ceramics_gzhel.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_ceramics_gzhel.rarity = "uncommon"
	self.armor_skins.materials_ceramics_gzhel.reserve_quality = false
	self.armor_skins.materials_ceramics_gzhel.steam_economy = false
	self.armor_skins.materials_ceramics_gzhel.free = true
	self.armor_skins.materials_ceramics_gzhel.unlocked = true
	self.armor_skins.materials_ceramics_gzhel.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_ceramics_gzhel.base_gradient = Idstring("units/pd2_dlc_grv/masks/materials/matcap_ceramics_gzhel_df")
	self.armor_skins.materials_ceramics_gzhel.sticker = nil
	self.armor_skins.materials_ceramics_gzhel.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_ceramics_gzhel.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_ceramics_gzhel.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_russian_camouflage = {}
	self.armor_skins.materials_russian_camouflage.name_id = "bm_mtl_russian_camouflage"
	self.armor_skins.materials_russian_camouflage.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_russian_camouflage.rarity = "uncommon"
	self.armor_skins.materials_russian_camouflage.reserve_quality = false
	self.armor_skins.materials_russian_camouflage.steam_economy = false
	self.armor_skins.materials_russian_camouflage.free = true
	self.armor_skins.materials_russian_camouflage.unlocked = true
	self.armor_skins.materials_russian_camouflage.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_russian_camouflage.base_gradient = Idstring("units/pd2_dlc_grv/masks/materials/matcap_russian_camouflage_df")
	self.armor_skins.materials_russian_camouflage.sticker = nil
	self.armor_skins.materials_russian_camouflage.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_russian_camouflage.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_russian_camouflage.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_redwhiteblue = {}
	self.armor_skins.materials_redwhiteblue.name_id = "bm_mtl_redwhiteblue"
	self.armor_skins.materials_redwhiteblue.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_redwhiteblue.rarity = "uncommon"
	self.armor_skins.materials_redwhiteblue.reserve_quality = false
	self.armor_skins.materials_redwhiteblue.steam_economy = false
	self.armor_skins.materials_redwhiteblue.free = true
	self.armor_skins.materials_redwhiteblue.unlocked = true
	self.armor_skins.materials_redwhiteblue.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_redwhiteblue.base_gradient = Idstring("units/pd2_dlc1/matcaps/matcap_redwhiteblue_df")
	self.armor_skins.materials_redwhiteblue.sticker = nil
	self.armor_skins.materials_redwhiteblue.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_redwhiteblue.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_redwhiteblue.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_underground_neon = {}
	self.armor_skins.materials_underground_neon.name_id = "bm_mtl_underground_neon"
	self.armor_skins.materials_underground_neon.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_underground_neon.rarity = "uncommon"
	self.armor_skins.materials_underground_neon.reserve_quality = false
	self.armor_skins.materials_underground_neon.steam_economy = false
	self.armor_skins.materials_underground_neon.free = true
	self.armor_skins.materials_underground_neon.unlocked = true
	self.armor_skins.materials_underground_neon.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_underground_neon.base_gradient = Idstring("units/pd2_dlc_spa/masks/materials/matcap_underground_neon_df")
	self.armor_skins.materials_underground_neon.sticker = nil
	self.armor_skins.materials_underground_neon.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_underground_neon.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_underground_neon.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_mud = {}
	self.armor_skins.materials_mud.name_id = "bm_mtl_mud"
	self.armor_skins.materials_mud.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_mud.rarity = "uncommon"
	self.armor_skins.materials_mud.reserve_quality = false
	self.armor_skins.materials_mud.steam_economy = false
	self.armor_skins.materials_mud.free = true
	self.armor_skins.materials_mud.unlocked = true
	self.armor_skins.materials_mud.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_mud.base_gradient = Idstring("units/pd2_dlc_gage_lmg/matcaps/matcap_mud_df")
	self.armor_skins.materials_mud.sticker = nil
	self.armor_skins.materials_mud.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_mud.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_mud.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_neon_blue = {}
	self.armor_skins.materials_neon_blue.name_id = "bm_mtl_neon_blue"
	self.armor_skins.materials_neon_blue.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_neon_blue.rarity = "uncommon"
	self.armor_skins.materials_neon_blue.reserve_quality = false
	self.armor_skins.materials_neon_blue.steam_economy = false
	self.armor_skins.materials_neon_blue.free = true
	self.armor_skins.materials_neon_blue.unlocked = true
	self.armor_skins.materials_neon_blue.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_neon_blue.base_gradient = Idstring("units/pd2_dlc_spa/masks/materials/matcap_neon_blue_df")
	self.armor_skins.materials_neon_blue.sticker = nil
	self.armor_skins.materials_neon_blue.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_neon_blue.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_neon_blue.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_bark3 = {}
	self.armor_skins.materials_bark3.name_id = "bm_mtl_bark3"
	self.armor_skins.materials_bark3.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_bark3.rarity = "uncommon"
	self.armor_skins.materials_bark3.reserve_quality = false
	self.armor_skins.materials_bark3.steam_economy = false
	self.armor_skins.materials_bark3.free = true
	self.armor_skins.materials_bark3.unlocked = true
	self.armor_skins.materials_bark3.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_bark3.base_gradient = Idstring("units/payday2/matcaps/matcap_bark3_df")
	self.armor_skins.materials_bark3.sticker = nil
	self.armor_skins.materials_bark3.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_bark3.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_bark3.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_cash = {}
	self.armor_skins.materials_cash.name_id = "bm_mtl_cash"
	self.armor_skins.materials_cash.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_cash.rarity = "uncommon"
	self.armor_skins.materials_cash.reserve_quality = false
	self.armor_skins.materials_cash.steam_economy = false
	self.armor_skins.materials_cash.free = true
	self.armor_skins.materials_cash.unlocked = true
	self.armor_skins.materials_cash.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_cash.base_gradient = Idstring("units/pd2_dlc1/matcaps/matcap_cash_df")
	self.armor_skins.materials_cash.sticker = nil
	self.armor_skins.materials_cash.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_cash.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_cash.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_black_suede = {}
	self.armor_skins.materials_black_suede.name_id = "bm_mtl_black_suede"
	self.armor_skins.materials_black_suede.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_black_suede.rarity = "uncommon"
	self.armor_skins.materials_black_suede.reserve_quality = false
	self.armor_skins.materials_black_suede.steam_economy = false
	self.armor_skins.materials_black_suede.free = true
	self.armor_skins.materials_black_suede.unlocked = true
	self.armor_skins.materials_black_suede.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_black_suede.base_gradient = Idstring("units/pd2_dlc_spa/masks/materials/matcap_black_suede_df")
	self.armor_skins.materials_black_suede.sticker = nil
	self.armor_skins.materials_black_suede.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_black_suede.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_black_suede.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_electric = {}
	self.armor_skins.materials_electric.name_id = "bm_mtl_electric"
	self.armor_skins.materials_electric.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_electric.rarity = "uncommon"
	self.armor_skins.materials_electric.reserve_quality = false
	self.armor_skins.materials_electric.steam_economy = false
	self.armor_skins.materials_electric.free = true
	self.armor_skins.materials_electric.unlocked = true
	self.armor_skins.materials_electric.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_electric.base_gradient = Idstring("units/pd2_dlc_infamy/matcaps/matcap_electric_df")
	self.armor_skins.materials_electric.sticker = nil
	self.armor_skins.materials_electric.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_electric.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_electric.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_twoblue = {}
	self.armor_skins.materials_twoblue.name_id = "bm_mtl_twoblue"
	self.armor_skins.materials_twoblue.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_twoblue.rarity = "uncommon"
	self.armor_skins.materials_twoblue.reserve_quality = false
	self.armor_skins.materials_twoblue.steam_economy = false
	self.armor_skins.materials_twoblue.free = true
	self.armor_skins.materials_twoblue.unlocked = true
	self.armor_skins.materials_twoblue.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_twoblue.base_gradient = Idstring("units/payday2/matcaps/matcap_twoblue_df")
	self.armor_skins.materials_twoblue.sticker = nil
	self.armor_skins.materials_twoblue.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_twoblue.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_twoblue.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_carbon_fiber_weave = {}
	self.armor_skins.materials_carbon_fiber_weave.name_id = "bm_mtl_carbon_fiber_weave"
	self.armor_skins.materials_carbon_fiber_weave.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_carbon_fiber_weave.rarity = "uncommon"
	self.armor_skins.materials_carbon_fiber_weave.reserve_quality = false
	self.armor_skins.materials_carbon_fiber_weave.steam_economy = false
	self.armor_skins.materials_carbon_fiber_weave.free = true
	self.armor_skins.materials_carbon_fiber_weave.unlocked = true
	self.armor_skins.materials_carbon_fiber_weave.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_carbon_fiber_weave.base_gradient = Idstring("units/pd2_dlc_spa/masks/materials/matcap_carbon_fiber_weave_df")
	self.armor_skins.materials_carbon_fiber_weave.sticker = nil
	self.armor_skins.materials_carbon_fiber_weave.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_carbon_fiber_weave.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_carbon_fiber_weave.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_red_velvet = {}
	self.armor_skins.materials_red_velvet.name_id = "bm_mtl_red_velvet"
	self.armor_skins.materials_red_velvet.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_red_velvet.rarity = "uncommon"
	self.armor_skins.materials_red_velvet.reserve_quality = false
	self.armor_skins.materials_red_velvet.steam_economy = false
	self.armor_skins.materials_red_velvet.free = true
	self.armor_skins.materials_red_velvet.unlocked = true
	self.armor_skins.materials_red_velvet.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_red_velvet.base_gradient = Idstring("units/pd2_dlc_friend/masks/materials/matcap_red_velvet_df")
	self.armor_skins.materials_red_velvet.sticker = nil
	self.armor_skins.materials_red_velvet.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_red_velvet.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_red_velvet.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_oxidized_copper = {}
	self.armor_skins.materials_oxidized_copper.name_id = "bm_mtl_oxidized_copper"
	self.armor_skins.materials_oxidized_copper.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_oxidized_copper.rarity = "uncommon"
	self.armor_skins.materials_oxidized_copper.reserve_quality = false
	self.armor_skins.materials_oxidized_copper.steam_economy = false
	self.armor_skins.materials_oxidized_copper.free = true
	self.armor_skins.materials_oxidized_copper.unlocked = true
	self.armor_skins.materials_oxidized_copper.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_oxidized_copper.base_gradient = Idstring("units/pd2_dlc_friend/masks/materials/matcap_oxidized_copper_df")
	self.armor_skins.materials_oxidized_copper.sticker = nil
	self.armor_skins.materials_oxidized_copper.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_oxidized_copper.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_oxidized_copper.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_hardshell = {}
	self.armor_skins.materials_hardshell.name_id = "bm_mtl_hardshell"
	self.armor_skins.materials_hardshell.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_hardshell.rarity = "uncommon"
	self.armor_skins.materials_hardshell.reserve_quality = false
	self.armor_skins.materials_hardshell.steam_economy = false
	self.armor_skins.materials_hardshell.free = true
	self.armor_skins.materials_hardshell.unlocked = true
	self.armor_skins.materials_hardshell.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_hardshell.base_gradient = Idstring("units/pd2_dlc_gage_snp/materials/matcap_hardshell_df")
	self.armor_skins.materials_hardshell.sticker = nil
	self.armor_skins.materials_hardshell.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_hardshell.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_hardshell.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_old = {}
	self.armor_skins.materials_old.name_id = "bm_mtl_old"
	self.armor_skins.materials_old.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_old.rarity = "uncommon"
	self.armor_skins.materials_old.reserve_quality = false
	self.armor_skins.materials_old.steam_economy = false
	self.armor_skins.materials_old.free = true
	self.armor_skins.materials_old.unlocked = true
	self.armor_skins.materials_old.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_old.base_gradient = Idstring("units/pd2_dlc_big/matcaps/matcap_old_df")
	self.armor_skins.materials_old.sticker = nil
	self.armor_skins.materials_old.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_old.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_old.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_still_waters = {}
	self.armor_skins.materials_still_waters.name_id = "bm_mtl_still_waters"
	self.armor_skins.materials_still_waters.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_still_waters.rarity = "uncommon"
	self.armor_skins.materials_still_waters.reserve_quality = false
	self.armor_skins.materials_still_waters.steam_economy = false
	self.armor_skins.materials_still_waters.free = true
	self.armor_skins.materials_still_waters.unlocked = true
	self.armor_skins.materials_still_waters.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_still_waters.base_gradient = Idstring("units/pd2_dlc_turtles/masks/materials/matcap_still_waters_df")
	self.armor_skins.materials_still_waters.sticker = nil
	self.armor_skins.materials_still_waters.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_still_waters.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_still_waters.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_armygreen = {}
	self.armor_skins.materials_armygreen.name_id = "bm_mtl_armygreen"
	self.armor_skins.materials_armygreen.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_armygreen.rarity = "uncommon"
	self.armor_skins.materials_armygreen.reserve_quality = false
	self.armor_skins.materials_armygreen.steam_economy = false
	self.armor_skins.materials_armygreen.free = true
	self.armor_skins.materials_armygreen.unlocked = true
	self.armor_skins.materials_armygreen.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_armygreen.base_gradient = Idstring("units/pd2_dlc_gage_historical/materials/matcap_armygreen_df")
	self.armor_skins.materials_armygreen.sticker = nil
	self.armor_skins.materials_armygreen.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_armygreen.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_armygreen.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_midnight_camo = {}
	self.armor_skins.materials_midnight_camo.name_id = "bm_mtl_midnight_camo"
	self.armor_skins.materials_midnight_camo.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_midnight_camo.rarity = "uncommon"
	self.armor_skins.materials_midnight_camo.reserve_quality = false
	self.armor_skins.materials_midnight_camo.steam_economy = false
	self.armor_skins.materials_midnight_camo.free = true
	self.armor_skins.materials_midnight_camo.unlocked = true
	self.armor_skins.materials_midnight_camo.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_midnight_camo.base_gradient = Idstring("units/pd2_dlc_tng/masks/materials/matcap_midnight_camo_df")
	self.armor_skins.materials_midnight_camo.sticker = nil
	self.armor_skins.materials_midnight_camo.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_midnight_camo.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_midnight_camo.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_gunmetal = {}
	self.armor_skins.materials_gunmetal.name_id = "bm_mtl_gunmetal"
	self.armor_skins.materials_gunmetal.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_gunmetal.rarity = "uncommon"
	self.armor_skins.materials_gunmetal.reserve_quality = false
	self.armor_skins.materials_gunmetal.steam_economy = false
	self.armor_skins.materials_gunmetal.free = true
	self.armor_skins.materials_gunmetal.unlocked = true
	self.armor_skins.materials_gunmetal.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_gunmetal.base_gradient = Idstring("units/pd2_dlc_gage_lmg/matcaps/matcap_gunmetal_df")
	self.armor_skins.materials_gunmetal.sticker = nil
	self.armor_skins.materials_gunmetal.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_gunmetal.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_gunmetal.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_digital_camo = {}
	self.armor_skins.materials_digital_camo.name_id = "bm_mtl_digital_camo"
	self.armor_skins.materials_digital_camo.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_digital_camo.rarity = "uncommon"
	self.armor_skins.materials_digital_camo.reserve_quality = false
	self.armor_skins.materials_digital_camo.steam_economy = false
	self.armor_skins.materials_digital_camo.free = true
	self.armor_skins.materials_digital_camo.unlocked = true
	self.armor_skins.materials_digital_camo.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_digital_camo.base_gradient = Idstring("units/pd2_dlc_tng/masks/materials/matcap_digital_camo_df")
	self.armor_skins.materials_digital_camo.sticker = nil
	self.armor_skins.materials_digital_camo.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_digital_camo.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_digital_camo.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_parchment = {}
	self.armor_skins.materials_parchment.name_id = "bm_mtl_parchment"
	self.armor_skins.materials_parchment.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_parchment.rarity = "uncommon"
	self.armor_skins.materials_parchment.reserve_quality = false
	self.armor_skins.materials_parchment.steam_economy = false
	self.armor_skins.materials_parchment.free = true
	self.armor_skins.materials_parchment.unlocked = true
	self.armor_skins.materials_parchment.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_parchment.base_gradient = Idstring("units/pd2_dlc_big/matcaps/matcap_parchment_df")
	self.armor_skins.materials_parchment.sticker = nil
	self.armor_skins.materials_parchment.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_parchment.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_parchment.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_tongue = {}
	self.armor_skins.materials_tongue.name_id = "bm_mtl_tongue"
	self.armor_skins.materials_tongue.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_tongue.rarity = "uncommon"
	self.armor_skins.materials_tongue.reserve_quality = false
	self.armor_skins.materials_tongue.steam_economy = false
	self.armor_skins.materials_tongue.free = true
	self.armor_skins.materials_tongue.unlocked = true
	self.armor_skins.materials_tongue.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_tongue.base_gradient = Idstring("units/pd2_dlc_peta/masks/materials/matcap_tongue_df")
	self.armor_skins.materials_tongue.sticker = nil
	self.armor_skins.materials_tongue.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_tongue.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_tongue.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_wheel = {}
	self.armor_skins.materials_wheel.name_id = "bm_mtl_wheel"
	self.armor_skins.materials_wheel.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_wheel.rarity = "uncommon"
	self.armor_skins.materials_wheel.reserve_quality = false
	self.armor_skins.materials_wheel.steam_economy = false
	self.armor_skins.materials_wheel.free = true
	self.armor_skins.materials_wheel.unlocked = true
	self.armor_skins.materials_wheel.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_wheel.base_gradient = Idstring("units/pd2_dlc_pim/masks/materials/matcap_wheel_df")
	self.armor_skins.materials_wheel.sticker = nil
	self.armor_skins.materials_wheel.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_wheel.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_wheel.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_dog = {}
	self.armor_skins.materials_dog.name_id = "bm_mtl_dog"
	self.armor_skins.materials_dog.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_dog.rarity = "uncommon"
	self.armor_skins.materials_dog.reserve_quality = false
	self.armor_skins.materials_dog.steam_economy = false
	self.armor_skins.materials_dog.free = true
	self.armor_skins.materials_dog.unlocked = true
	self.armor_skins.materials_dog.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_dog.base_gradient = Idstring("units/pd2_dlc_pim/masks/materials/matcap_dog_df")
	self.armor_skins.materials_dog.sticker = nil
	self.armor_skins.materials_dog.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_dog.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_dog.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_club = {}
	self.armor_skins.materials_club.name_id = "bm_mtl_club"
	self.armor_skins.materials_club.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_club.rarity = "uncommon"
	self.armor_skins.materials_club.reserve_quality = false
	self.armor_skins.materials_club.steam_economy = false
	self.armor_skins.materials_club.free = true
	self.armor_skins.materials_club.unlocked = true
	self.armor_skins.materials_club.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_club.base_gradient = Idstring("units/pd2_dlc_pim/masks/materials/matcap_club_df")
	self.armor_skins.materials_club.sticker = nil
	self.armor_skins.materials_club.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_club.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_club.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_origami = {}
	self.armor_skins.materials_origami.name_id = "bm_mtl_origami"
	self.armor_skins.materials_origami.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_origami.rarity = "uncommon"
	self.armor_skins.materials_origami.reserve_quality = false
	self.armor_skins.materials_origami.steam_economy = false
	self.armor_skins.materials_origami.free = true
	self.armor_skins.materials_origami.unlocked = true
	self.armor_skins.materials_origami.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_origami.base_gradient = Idstring("units/pd2_dlc_turtles/masks/materials/matcap_origami_df")
	self.armor_skins.materials_origami.sticker = nil
	self.armor_skins.materials_origami.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_origami.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_origami.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_bone = {}
	self.armor_skins.materials_bone.name_id = "bm_mtl_bone"
	self.armor_skins.materials_bone.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_bone.rarity = "uncommon"
	self.armor_skins.materials_bone.reserve_quality = false
	self.armor_skins.materials_bone.steam_economy = false
	self.armor_skins.materials_bone.free = true
	self.armor_skins.materials_bone.unlocked = true
	self.armor_skins.materials_bone.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_bone.base_gradient = Idstring("units/pd2_dlc_gage_assault/materials/matcap_bone_df")
	self.armor_skins.materials_bone.sticker = nil
	self.armor_skins.materials_bone.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_bone.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_bone.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_devil_eye = {}
	self.armor_skins.materials_devil_eye.name_id = "bm_mtl_devil_eye"
	self.armor_skins.materials_devil_eye.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_devil_eye.rarity = "uncommon"
	self.armor_skins.materials_devil_eye.reserve_quality = false
	self.armor_skins.materials_devil_eye.steam_economy = false
	self.armor_skins.materials_devil_eye.free = true
	self.armor_skins.materials_devil_eye.unlocked = true
	self.armor_skins.materials_devil_eye.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_devil_eye.base_gradient = Idstring("units/pd2_dlc_born/masks/materials/matcap_devil_eye_df")
	self.armor_skins.materials_devil_eye.sticker = nil
	self.armor_skins.materials_devil_eye.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_devil_eye.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_devil_eye.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_chromey = {}
	self.armor_skins.materials_chromey.name_id = "bm_mtl_chromey"
	self.armor_skins.materials_chromey.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_chromey.rarity = "uncommon"
	self.armor_skins.materials_chromey.reserve_quality = false
	self.armor_skins.materials_chromey.steam_economy = false
	self.armor_skins.materials_chromey.free = true
	self.armor_skins.materials_chromey.unlocked = true
	self.armor_skins.materials_chromey.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_chromey.base_gradient = Idstring("units/pd2_dlc_born/masks/materials/matcap_chrome_pastel_df")
	self.armor_skins.materials_chromey.sticker = nil
	self.armor_skins.materials_chromey.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_chromey.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_chromey.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_spaceship = {}
	self.armor_skins.materials_spaceship.name_id = "bm_mtl_spaceship"
	self.armor_skins.materials_spaceship.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_spaceship.rarity = "uncommon"
	self.armor_skins.materials_spaceship.reserve_quality = false
	self.armor_skins.materials_spaceship.steam_economy = false
	self.armor_skins.materials_spaceship.free = true
	self.armor_skins.materials_spaceship.unlocked = true
	self.armor_skins.materials_spaceship.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_spaceship.base_gradient = Idstring("units/pd2_dlc_mad/masks/materials/matcap_spaceship_df")
	self.armor_skins.materials_spaceship.sticker = nil
	self.armor_skins.materials_spaceship.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_spaceship.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_spaceship.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_rusty = {}
	self.armor_skins.materials_rusty.name_id = "bm_mtl_rusty"
	self.armor_skins.materials_rusty.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_rusty.rarity = "uncommon"
	self.armor_skins.materials_rusty.reserve_quality = false
	self.armor_skins.materials_rusty.steam_economy = false
	self.armor_skins.materials_rusty.free = true
	self.armor_skins.materials_rusty.unlocked = true
	self.armor_skins.materials_rusty.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_rusty.base_gradient = Idstring("units/pd2_dlc_mad/masks/materials/matcap_rusty_df")
	self.armor_skins.materials_rusty.sticker = nil
	self.armor_skins.materials_rusty.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_rusty.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_rusty.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_bark1 = {}
	self.armor_skins.materials_bark1.name_id = "bm_mtl_bark1"
	self.armor_skins.materials_bark1.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_bark1.rarity = "uncommon"
	self.armor_skins.materials_bark1.reserve_quality = false
	self.armor_skins.materials_bark1.steam_economy = false
	self.armor_skins.materials_bark1.free = true
	self.armor_skins.materials_bark1.unlocked = true
	self.armor_skins.materials_bark1.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_bark1.base_gradient = Idstring("units/payday2/matcaps/matcap_bark1_df")
	self.armor_skins.materials_bark1.sticker = nil
	self.armor_skins.materials_bark1.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_bark1.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_bark1.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_scale_armor = {}
	self.armor_skins.materials_scale_armor.name_id = "bm_mtl_scale_armor"
	self.armor_skins.materials_scale_armor.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_scale_armor.rarity = "uncommon"
	self.armor_skins.materials_scale_armor.reserve_quality = false
	self.armor_skins.materials_scale_armor.steam_economy = false
	self.armor_skins.materials_scale_armor.free = true
	self.armor_skins.materials_scale_armor.unlocked = true
	self.armor_skins.materials_scale_armor.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_scale_armor.base_gradient = Idstring("units/pd2_dlc_steel/masks/materials/matcap_scale_armor_df")
	self.armor_skins.materials_scale_armor.sticker = nil
	self.armor_skins.materials_scale_armor.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_scale_armor.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_scale_armor.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_planet = {}
	self.armor_skins.materials_planet.name_id = "bm_mtl_planet"
	self.armor_skins.materials_planet.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_planet.rarity = "uncommon"
	self.armor_skins.materials_planet.reserve_quality = false
	self.armor_skins.materials_planet.steam_economy = false
	self.armor_skins.materials_planet.free = true
	self.armor_skins.materials_planet.unlocked = true
	self.armor_skins.materials_planet.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_planet.base_gradient = Idstring("units/pd2_dlc_mad/masks/materials/matcap_planet_df")
	self.armor_skins.materials_planet.sticker = nil
	self.armor_skins.materials_planet.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_planet.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_planet.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_bloodred = {}
	self.armor_skins.materials_bloodred.name_id = "bm_mtl_bloodred"
	self.armor_skins.materials_bloodred.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_bloodred.rarity = "uncommon"
	self.armor_skins.materials_bloodred.reserve_quality = false
	self.armor_skins.materials_bloodred.steam_economy = false
	self.armor_skins.materials_bloodred.free = true
	self.armor_skins.materials_bloodred.unlocked = true
	self.armor_skins.materials_bloodred.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_bloodred.base_gradient = Idstring("units/payday2/matcaps/matcap_bloodred_df")
	self.armor_skins.materials_bloodred.sticker = nil
	self.armor_skins.materials_bloodred.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_bloodred.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_bloodred.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_day = {}
	self.armor_skins.materials_day.name_id = "bm_mtl_days"
	self.armor_skins.materials_day.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_day.rarity = "uncommon"
	self.armor_skins.materials_day.reserve_quality = false
	self.armor_skins.materials_day.steam_economy = false
	self.armor_skins.materials_day.free = true
	self.armor_skins.materials_day.unlocked = true
	self.armor_skins.materials_day.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_day.base_gradient = Idstring("units/pd2_dlc_lupus/materials/matcap_days_df")
	self.armor_skins.materials_day.sticker = nil
	self.armor_skins.materials_day.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_day.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_day.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_ranger_black = {}
	self.armor_skins.materials_ranger_black.name_id = "bm_mtl_ranger_black"
	self.armor_skins.materials_ranger_black.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_ranger_black.rarity = "uncommon"
	self.armor_skins.materials_ranger_black.reserve_quality = false
	self.armor_skins.materials_ranger_black.steam_economy = false
	self.armor_skins.materials_ranger_black.free = true
	self.armor_skins.materials_ranger_black.unlocked = true
	self.armor_skins.materials_ranger_black.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_ranger_black.base_gradient = Idstring("units/pd2_dlc_tng/masks/materials/matcap_ranger_black_df")
	self.armor_skins.materials_ranger_black.sticker = nil
	self.armor_skins.materials_ranger_black.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_ranger_black.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_ranger_black.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_glade = {}
	self.armor_skins.materials_glade.name_id = "bm_mtl_glade"
	self.armor_skins.materials_glade.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_glade.rarity = "uncommon"
	self.armor_skins.materials_glade.reserve_quality = false
	self.armor_skins.materials_glade.steam_economy = false
	self.armor_skins.materials_glade.free = true
	self.armor_skins.materials_glade.unlocked = true
	self.armor_skins.materials_glade.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_glade.base_gradient = Idstring("units/pd2_dlc_jerry/masks/materials/matcap_glade_df")
	self.armor_skins.materials_glade.sticker = nil
	self.armor_skins.materials_glade.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_glade.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_glade.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_dark_leather = {}
	self.armor_skins.materials_dark_leather.name_id = "bm_mtl_dark_leather"
	self.armor_skins.materials_dark_leather.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_dark_leather.rarity = "uncommon"
	self.armor_skins.materials_dark_leather.reserve_quality = false
	self.armor_skins.materials_dark_leather.steam_economy = false
	self.armor_skins.materials_dark_leather.free = true
	self.armor_skins.materials_dark_leather.unlocked = true
	self.armor_skins.materials_dark_leather.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_dark_leather.base_gradient = Idstring("units/pd2_dlc_infamy/matcaps/matcap_dark_leather_df")
	self.armor_skins.materials_dark_leather.sticker = nil
	self.armor_skins.materials_dark_leather.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_dark_leather.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_dark_leather.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_plywood = {}
	self.armor_skins.materials_plywood.name_id = "bm_mtl_plywood"
	self.armor_skins.materials_plywood.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_plywood.rarity = "uncommon"
	self.armor_skins.materials_plywood.reserve_quality = false
	self.armor_skins.materials_plywood.steam_economy = false
	self.armor_skins.materials_plywood.free = true
	self.armor_skins.materials_plywood.unlocked = true
	self.armor_skins.materials_plywood.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_plywood.base_gradient = Idstring("units/pd2_dlc_cro/matcaps/matcaps_plywood_df")
	self.armor_skins.materials_plywood.sticker = nil
	self.armor_skins.materials_plywood.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_plywood.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_plywood.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_fossil = {}
	self.armor_skins.materials_fossil.name_id = "bm_mtl_fossil"
	self.armor_skins.materials_fossil.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_fossil.rarity = "uncommon"
	self.armor_skins.materials_fossil.reserve_quality = false
	self.armor_skins.materials_fossil.steam_economy = false
	self.armor_skins.materials_fossil.free = true
	self.armor_skins.materials_fossil.unlocked = true
	self.armor_skins.materials_fossil.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_fossil.base_gradient = Idstring("units/pd2_dlc_akm4_modpack/materials/matcap_fossil_df")
	self.armor_skins.materials_fossil.sticker = nil
	self.armor_skins.materials_fossil.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_fossil.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_fossil.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_flamingoeye = {}
	self.armor_skins.materials_flamingoeye.name_id = "bm_mtl_flamingoeye"
	self.armor_skins.materials_flamingoeye.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_flamingoeye.rarity = "uncommon"
	self.armor_skins.materials_flamingoeye.reserve_quality = false
	self.armor_skins.materials_flamingoeye.steam_economy = false
	self.armor_skins.materials_flamingoeye.free = true
	self.armor_skins.materials_flamingoeye.unlocked = true
	self.armor_skins.materials_flamingoeye.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_flamingoeye.base_gradient = Idstring("units/pd2_dlc_peta/masks/materials/matcap_flamingoeye_df")
	self.armor_skins.materials_flamingoeye.sticker = nil
	self.armor_skins.materials_flamingoeye.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_flamingoeye.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_flamingoeye.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_greygloss = {}
	self.armor_skins.materials_greygloss.name_id = "bm_mtl_greygloss"
	self.armor_skins.materials_greygloss.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_greygloss.rarity = "uncommon"
	self.armor_skins.materials_greygloss.reserve_quality = false
	self.armor_skins.materials_greygloss.steam_economy = false
	self.armor_skins.materials_greygloss.free = true
	self.armor_skins.materials_greygloss.unlocked = true
	self.armor_skins.materials_greygloss.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_greygloss.base_gradient = Idstring("units/payday2/matcaps/matcap_greygloss_df")
	self.armor_skins.materials_greygloss.sticker = nil
	self.armor_skins.materials_greygloss.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_greygloss.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_greygloss.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_goateye = {}
	self.armor_skins.materials_goateye.name_id = "bm_mtl_goateye"
	self.armor_skins.materials_goateye.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_goateye.rarity = "uncommon"
	self.armor_skins.materials_goateye.reserve_quality = false
	self.armor_skins.materials_goateye.steam_economy = false
	self.armor_skins.materials_goateye.free = true
	self.armor_skins.materials_goateye.unlocked = true
	self.armor_skins.materials_goateye.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_goateye.base_gradient = Idstring("units/pd2_dlc_peta/masks/materials/matcap_goateye_df")
	self.armor_skins.materials_goateye.sticker = nil
	self.armor_skins.materials_goateye.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_goateye.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_goateye.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_wade = {}
	self.armor_skins.materials_wade.name_id = "bm_mtl_wade"
	self.armor_skins.materials_wade.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_wade.rarity = "uncommon"
	self.armor_skins.materials_wade.reserve_quality = false
	self.armor_skins.materials_wade.steam_economy = false
	self.armor_skins.materials_wade.free = true
	self.armor_skins.materials_wade.unlocked = true
	self.armor_skins.materials_wade.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_wade.base_gradient = Idstring("units/pd2_dlc_jerry/masks/materials/matcap_wade_df")
	self.armor_skins.materials_wade.sticker = nil
	self.armor_skins.materials_wade.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_wade.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_wade.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_hay = {}
	self.armor_skins.materials_hay.name_id = "bm_mtl_hay"
	self.armor_skins.materials_hay.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_hay.rarity = "uncommon"
	self.armor_skins.materials_hay.reserve_quality = false
	self.armor_skins.materials_hay.steam_economy = false
	self.armor_skins.materials_hay.free = true
	self.armor_skins.materials_hay.unlocked = true
	self.armor_skins.materials_hay.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_hay.base_gradient = Idstring("units/pd2_dlc_peta/masks/materials/matcap_hay_df")
	self.armor_skins.materials_hay.sticker = nil
	self.armor_skins.materials_hay.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_hay.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_hay.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_chain_armor = {}
	self.armor_skins.materials_chain_armor.name_id = "bm_mtl_chain_armor"
	self.armor_skins.materials_chain_armor.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_chain_armor.rarity = "uncommon"
	self.armor_skins.materials_chain_armor.reserve_quality = false
	self.armor_skins.materials_chain_armor.steam_economy = false
	self.armor_skins.materials_chain_armor.free = true
	self.armor_skins.materials_chain_armor.unlocked = true
	self.armor_skins.materials_chain_armor.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_chain_armor.base_gradient = Idstring("units/pd2_dlc_steel/masks/materials/matcap_chain_armor_df")
	self.armor_skins.materials_chain_armor.sticker = nil
	self.armor_skins.materials_chain_armor.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_chain_armor.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_chain_armor.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_rug = {}
	self.armor_skins.materials_rug.name_id = "bm_mtl_rug"
	self.armor_skins.materials_rug.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_rug.rarity = "uncommon"
	self.armor_skins.materials_rug.reserve_quality = false
	self.armor_skins.materials_rug.steam_economy = false
	self.armor_skins.materials_rug.free = true
	self.armor_skins.materials_rug.unlocked = true
	self.armor_skins.materials_rug.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_rug.base_gradient = Idstring("units/pd2_dlc_miami/matcaps/matcap_rug_df")
	self.armor_skins.materials_rug.sticker = nil
	self.armor_skins.materials_rug.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_rug.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_rug.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_whiterock = {}
	self.armor_skins.materials_whiterock.name_id = "bm_mtl_whiterock"
	self.armor_skins.materials_whiterock.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_whiterock.rarity = "uncommon"
	self.armor_skins.materials_whiterock.reserve_quality = false
	self.armor_skins.materials_whiterock.steam_economy = false
	self.armor_skins.materials_whiterock.free = true
	self.armor_skins.materials_whiterock.unlocked = true
	self.armor_skins.materials_whiterock.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_whiterock.base_gradient = Idstring("units/payday2/matcaps/matcap_whiterock_df")
	self.armor_skins.materials_whiterock.sticker = nil
	self.armor_skins.materials_whiterock.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_whiterock.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_whiterock.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_splinter = {}
	self.armor_skins.materials_splinter.name_id = "bm_mtl_splinter"
	self.armor_skins.materials_splinter.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_splinter.rarity = "uncommon"
	self.armor_skins.materials_splinter.reserve_quality = false
	self.armor_skins.materials_splinter.steam_economy = false
	self.armor_skins.materials_splinter.free = true
	self.armor_skins.materials_splinter.unlocked = true
	self.armor_skins.materials_splinter.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_splinter.base_gradient = Idstring("units/pd2_dlc_gage_lmg/matcaps/matcap_splinter_df")
	self.armor_skins.materials_splinter.sticker = nil
	self.armor_skins.materials_splinter.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_splinter.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_splinter.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_skin = {}
	self.armor_skins.materials_skin.name_id = "bm_mtl_skin"
	self.armor_skins.materials_skin.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_skin.rarity = "uncommon"
	self.armor_skins.materials_skin.reserve_quality = false
	self.armor_skins.materials_skin.steam_economy = false
	self.armor_skins.materials_skin.free = true
	self.armor_skins.materials_skin.unlocked = true
	self.armor_skins.materials_skin.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_skin.base_gradient = Idstring("units/payday2/matcaps/matcap_skin_df")
	self.armor_skins.materials_skin.sticker = nil
	self.armor_skins.materials_skin.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_skin.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_skin.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_blooded = {}
	self.armor_skins.materials_blooded.name_id = "bm_mtl_blooded"
	self.armor_skins.materials_blooded.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_blooded.rarity = "uncommon"
	self.armor_skins.materials_blooded.reserve_quality = false
	self.armor_skins.materials_blooded.steam_economy = false
	self.armor_skins.materials_blooded.free = true
	self.armor_skins.materials_blooded.unlocked = true
	self.armor_skins.materials_blooded.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_blooded.base_gradient = Idstring("units/pd2_dlc_steel/masks/materials/matcap_blooded_df")
	self.armor_skins.materials_blooded.sticker = nil
	self.armor_skins.materials_blooded.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_blooded.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_blooded.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_bamboo = {}
	self.armor_skins.materials_bamboo.name_id = "bm_mtl_bamboo"
	self.armor_skins.materials_bamboo.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_bamboo.rarity = "uncommon"
	self.armor_skins.materials_bamboo.reserve_quality = false
	self.armor_skins.materials_bamboo.steam_economy = false
	self.armor_skins.materials_bamboo.free = true
	self.armor_skins.materials_bamboo.unlocked = true
	self.armor_skins.materials_bamboo.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_bamboo.base_gradient = Idstring("units/pd2_dlc_turtles/masks/materials/matcap_bamboo_df")
	self.armor_skins.materials_bamboo.sticker = nil
	self.armor_skins.materials_bamboo.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_bamboo.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_bamboo.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_redwhite = {}
	self.armor_skins.materials_redwhite.name_id = "bm_mtl_matcap_redwhite_df"
	self.armor_skins.materials_redwhite.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_redwhite.rarity = "uncommon"
	self.armor_skins.materials_redwhite.reserve_quality = false
	self.armor_skins.materials_redwhite.steam_economy = false
	self.armor_skins.materials_redwhite.free = true
	self.armor_skins.materials_redwhite.unlocked = true
	self.armor_skins.materials_redwhite.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_redwhite.base_gradient = Idstring("units/pd2_dlc_lupus/materials/matcap_redwhite_df")
	self.armor_skins.materials_redwhite.sticker = nil
	self.armor_skins.materials_redwhite.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_redwhite.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_redwhite.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_sakura = {}
	self.armor_skins.materials_sakura.name_id = "bm_mtl_sakura"
	self.armor_skins.materials_sakura.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_sakura.rarity = "uncommon"
	self.armor_skins.materials_sakura.reserve_quality = false
	self.armor_skins.materials_sakura.steam_economy = false
	self.armor_skins.materials_sakura.free = true
	self.armor_skins.materials_sakura.unlocked = true
	self.armor_skins.materials_sakura.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_sakura.base_gradient = Idstring("units/pd2_dlc_turtles/masks/materials/matcap_sakura_df")
	self.armor_skins.materials_sakura.sticker = nil
	self.armor_skins.materials_sakura.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_sakura.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_sakura.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_blackmetal = {}
	self.armor_skins.materials_blackmetal.name_id = "bm_mtl_blackmetal"
	self.armor_skins.materials_blackmetal.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_blackmetal.rarity = "uncommon"
	self.armor_skins.materials_blackmetal.reserve_quality = false
	self.armor_skins.materials_blackmetal.steam_economy = false
	self.armor_skins.materials_blackmetal.free = true
	self.armor_skins.materials_blackmetal.unlocked = true
	self.armor_skins.materials_blackmetal.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_blackmetal.base_gradient = Idstring("units/pd2_poetry_winners/materials/matcap_blackmetal_df")
	self.armor_skins.materials_blackmetal.sticker = nil
	self.armor_skins.materials_blackmetal.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_blackmetal.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_blackmetal.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_diamond = {}
	self.armor_skins.materials_diamond.name_id = "bm_mtl_diamond"
	self.armor_skins.materials_diamond.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_diamond.rarity = "uncommon"
	self.armor_skins.materials_diamond.reserve_quality = false
	self.armor_skins.materials_diamond.steam_economy = false
	self.armor_skins.materials_diamond.free = true
	self.armor_skins.materials_diamond.unlocked = true
	self.armor_skins.materials_diamond.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_diamond.base_gradient = Idstring("units/pd2_indiana/materials/matcap_diamond_df")
	self.armor_skins.materials_diamond.sticker = nil
	self.armor_skins.materials_diamond.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_diamond.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_diamond.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_coal = {}
	self.armor_skins.materials_coal.name_id = "bm_mtl_coal"
	self.armor_skins.materials_coal.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_coal.rarity = "uncommon"
	self.armor_skins.materials_coal.reserve_quality = false
	self.armor_skins.materials_coal.steam_economy = false
	self.armor_skins.materials_coal.free = true
	self.armor_skins.materials_coal.unlocked = true
	self.armor_skins.materials_coal.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_coal.base_gradient = Idstring("units/pd2_dlc_bbq/materials/matcap_coal_df")
	self.armor_skins.materials_coal.sticker = nil
	self.armor_skins.materials_coal.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_coal.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_coal.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_hot_cold = {}
	self.armor_skins.materials_hot_cold.name_id = "bm_mtl_hot_cold"
	self.armor_skins.materials_hot_cold.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_hot_cold.rarity = "uncommon"
	self.armor_skins.materials_hot_cold.reserve_quality = false
	self.armor_skins.materials_hot_cold.steam_economy = false
	self.armor_skins.materials_hot_cold.free = true
	self.armor_skins.materials_hot_cold.unlocked = true
	self.armor_skins.materials_hot_cold.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_hot_cold.base_gradient = Idstring("units/payday2/matcaps/matcap_hot_cold_df")
	self.armor_skins.materials_hot_cold.sticker = nil
	self.armor_skins.materials_hot_cold.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_hot_cold.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_hot_cold.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_metal1 = {}
	self.armor_skins.materials_metal1.name_id = "bm_mtl_metal1"
	self.armor_skins.materials_metal1.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_metal1.rarity = "uncommon"
	self.armor_skins.materials_metal1.reserve_quality = false
	self.armor_skins.materials_metal1.steam_economy = false
	self.armor_skins.materials_metal1.free = true
	self.armor_skins.materials_metal1.unlocked = true
	self.armor_skins.materials_metal1.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_metal1.base_gradient = Idstring("units/payday2/matcaps/matcap_metal1_df")
	self.armor_skins.materials_metal1.sticker = nil
	self.armor_skins.materials_metal1.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_metal1.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_metal1.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_candy = {}
	self.armor_skins.materials_candy.name_id = "bm_mtl_candy"
	self.armor_skins.materials_candy.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_candy.rarity = "uncommon"
	self.armor_skins.materials_candy.reserve_quality = false
	self.armor_skins.materials_candy.steam_economy = false
	self.armor_skins.materials_candy.free = true
	self.armor_skins.materials_candy.unlocked = true
	self.armor_skins.materials_candy.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_candy.base_gradient = Idstring("units/payday2/matcaps/matcap_candy_df")
	self.armor_skins.materials_candy.sticker = nil
	self.armor_skins.materials_candy.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_candy.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_candy.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_leaf = {}
	self.armor_skins.materials_leaf.name_id = "bm_mtl_leaf"
	self.armor_skins.materials_leaf.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_leaf.rarity = "uncommon"
	self.armor_skins.materials_leaf.reserve_quality = false
	self.armor_skins.materials_leaf.steam_economy = false
	self.armor_skins.materials_leaf.free = true
	self.armor_skins.materials_leaf.unlocked = true
	self.armor_skins.materials_leaf.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_leaf.base_gradient = Idstring("units/pd2_dlc_gage_shot/matcaps/matcap_leaf_df")
	self.armor_skins.materials_leaf.sticker = nil
	self.armor_skins.materials_leaf.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_leaf.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_leaf.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_hotrod_red = {}
	self.armor_skins.materials_hotrod_red.name_id = "bm_mtl_hotrod_red"
	self.armor_skins.materials_hotrod_red.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_hotrod_red.rarity = "uncommon"
	self.armor_skins.materials_hotrod_red.reserve_quality = false
	self.armor_skins.materials_hotrod_red.steam_economy = false
	self.armor_skins.materials_hotrod_red.free = true
	self.armor_skins.materials_hotrod_red.unlocked = true
	self.armor_skins.materials_hotrod_red.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_hotrod_red.base_gradient = Idstring("units/pd2_dlc_born/masks/materials/matcap_hotrod_red_df")
	self.armor_skins.materials_hotrod_red.sticker = nil
	self.armor_skins.materials_hotrod_red.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_hotrod_red.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_hotrod_red.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_gold_clean = {}
	self.armor_skins.materials_gold_clean.name_id = "bm_mtl_gold_clean"
	self.armor_skins.materials_gold_clean.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_gold_clean.rarity = "uncommon"
	self.armor_skins.materials_gold_clean.reserve_quality = false
	self.armor_skins.materials_gold_clean.steam_economy = false
	self.armor_skins.materials_gold_clean.free = true
	self.armor_skins.materials_gold_clean.unlocked = true
	self.armor_skins.materials_gold_clean.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_gold_clean.base_gradient = Idstring("units/payday2/matcaps/matcap_gold_clean_df")
	self.armor_skins.materials_gold_clean.sticker = nil
	self.armor_skins.materials_gold_clean.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_gold_clean.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_gold_clean.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_mercury = {}
	self.armor_skins.materials_mercury.name_id = "bm_mtl_mercury"
	self.armor_skins.materials_mercury.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_mercury.rarity = "uncommon"
	self.armor_skins.materials_mercury.reserve_quality = false
	self.armor_skins.materials_mercury.steam_economy = false
	self.armor_skins.materials_mercury.free = true
	self.armor_skins.materials_mercury.unlocked = true
	self.armor_skins.materials_mercury.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_mercury.base_gradient = Idstring("units/payday2/matcaps/matcap_mercury_df")
	self.armor_skins.materials_mercury.sticker = nil
	self.armor_skins.materials_mercury.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_mercury.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_mercury.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_cactus = {}
	self.armor_skins.materials_cactus.name_id = "bm_mtl_cactus"
	self.armor_skins.materials_cactus.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_cactus.rarity = "uncommon"
	self.armor_skins.materials_cactus.reserve_quality = false
	self.armor_skins.materials_cactus.steam_economy = false
	self.armor_skins.materials_cactus.free = true
	self.armor_skins.materials_cactus.unlocked = true
	self.armor_skins.materials_cactus.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_cactus.base_gradient = Idstring("units/pd2_dlc_west/masks/materials/matcap_cactus_df")
	self.armor_skins.materials_cactus.sticker = nil
	self.armor_skins.materials_cactus.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_cactus.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_cactus.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_electronic = {}
	self.armor_skins.materials_electronic.name_id = "bm_mtl_electronic"
	self.armor_skins.materials_electronic.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_electronic.rarity = "uncommon"
	self.armor_skins.materials_electronic.reserve_quality = false
	self.armor_skins.materials_electronic.steam_economy = false
	self.armor_skins.materials_electronic.free = true
	self.armor_skins.materials_electronic.unlocked = true
	self.armor_skins.materials_electronic.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_electronic.base_gradient = Idstring("units/pd2_poetry_winners/materials/matcap_electronic_df")
	self.armor_skins.materials_electronic.sticker = nil
	self.armor_skins.materials_electronic.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_electronic.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_electronic.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_copper = {}
	self.armor_skins.materials_copper.name_id = "bm_mtl_copper"
	self.armor_skins.materials_copper.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_copper.rarity = "uncommon"
	self.armor_skins.materials_copper.reserve_quality = false
	self.armor_skins.materials_copper.steam_economy = false
	self.armor_skins.materials_copper.free = true
	self.armor_skins.materials_copper.unlocked = true
	self.armor_skins.materials_copper.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_copper.base_gradient = Idstring("units/pd2_dlc_infamy/matcaps/matcap_copper_df")
	self.armor_skins.materials_copper.sticker = nil
	self.armor_skins.materials_copper.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_copper.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_copper.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_bugshell = {}
	self.armor_skins.materials_bugshell.name_id = "bm_mtl_bugshell"
	self.armor_skins.materials_bugshell.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_bugshell.rarity = "uncommon"
	self.armor_skins.materials_bugshell.reserve_quality = false
	self.armor_skins.materials_bugshell.steam_economy = false
	self.armor_skins.materials_bugshell.free = true
	self.armor_skins.materials_bugshell.unlocked = true
	self.armor_skins.materials_bugshell.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_bugshell.base_gradient = Idstring("units/pd2_dlc_gage_snp/materials/matcap_bugshell_df")
	self.armor_skins.materials_bugshell.sticker = nil
	self.armor_skins.materials_bugshell.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_bugshell.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_bugshell.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_concrete1 = {}
	self.armor_skins.materials_concrete1.name_id = "bm_mtl_concrete1"
	self.armor_skins.materials_concrete1.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_concrete1.rarity = "uncommon"
	self.armor_skins.materials_concrete1.reserve_quality = false
	self.armor_skins.materials_concrete1.steam_economy = false
	self.armor_skins.materials_concrete1.free = true
	self.armor_skins.materials_concrete1.unlocked = true
	self.armor_skins.materials_concrete1.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_concrete1.base_gradient = Idstring("units/payday2/matcaps/matcap_concrete1_df")
	self.armor_skins.materials_concrete1.sticker = nil
	self.armor_skins.materials_concrete1.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_concrete1.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_concrete1.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_gunsmoke = {}
	self.armor_skins.materials_gunsmoke.name_id = "bm_mtl_gunsmoke"
	self.armor_skins.materials_gunsmoke.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_gunsmoke.rarity = "uncommon"
	self.armor_skins.materials_gunsmoke.reserve_quality = false
	self.armor_skins.materials_gunsmoke.steam_economy = false
	self.armor_skins.materials_gunsmoke.free = true
	self.armor_skins.materials_gunsmoke.unlocked = true
	self.armor_skins.materials_gunsmoke.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_gunsmoke.base_gradient = Idstring("units/pd2_dlc_gage_historical/materials/matcap_gunsmoke_df")
	self.armor_skins.materials_gunsmoke.sticker = nil
	self.armor_skins.materials_gunsmoke.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_gunsmoke.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_gunsmoke.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_rubber = {}
	self.armor_skins.materials_rubber.name_id = "bm_mtl_rubber"
	self.armor_skins.materials_rubber.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_rubber.rarity = "uncommon"
	self.armor_skins.materials_rubber.reserve_quality = false
	self.armor_skins.materials_rubber.steam_economy = false
	self.armor_skins.materials_rubber.free = true
	self.armor_skins.materials_rubber.unlocked = true
	self.armor_skins.materials_rubber.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_rubber.base_gradient = Idstring("units/pd2_dlc_miami/matcaps/matcap_rubber_df")
	self.armor_skins.materials_rubber.sticker = nil
	self.armor_skins.materials_rubber.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_rubber.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_rubber.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_westernsunset = {}
	self.armor_skins.materials_westernsunset.name_id = "bm_mtl_westernsunset"
	self.armor_skins.materials_westernsunset.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_westernsunset.rarity = "uncommon"
	self.armor_skins.materials_westernsunset.reserve_quality = false
	self.armor_skins.materials_westernsunset.steam_economy = false
	self.armor_skins.materials_westernsunset.free = true
	self.armor_skins.materials_westernsunset.unlocked = true
	self.armor_skins.materials_westernsunset.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_westernsunset.base_gradient = Idstring("units/pd2_dlc_west/masks/materials/matcap_westernsunset_df")
	self.armor_skins.materials_westernsunset.sticker = nil
	self.armor_skins.materials_westernsunset.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_westernsunset.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_westernsunset.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_plush = {}
	self.armor_skins.materials_plush.name_id = "bm_mtl_plush"
	self.armor_skins.materials_plush.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_plush.rarity = "uncommon"
	self.armor_skins.materials_plush.reserve_quality = false
	self.armor_skins.materials_plush.steam_economy = false
	self.armor_skins.materials_plush.free = true
	self.armor_skins.materials_plush.unlocked = true
	self.armor_skins.materials_plush.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_plush.base_gradient = Idstring("units/pd2_dlc_casino/matcaps/matcap_plush_df")
	self.armor_skins.materials_plush.sticker = nil
	self.armor_skins.materials_plush.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_plush.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_plush.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_jade = {}
	self.armor_skins.materials_jade.name_id = "bm_mtl_jade"
	self.armor_skins.materials_jade.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_jade.rarity = "uncommon"
	self.armor_skins.materials_jade.reserve_quality = false
	self.armor_skins.materials_jade.steam_economy = false
	self.armor_skins.materials_jade.free = true
	self.armor_skins.materials_jade.unlocked = true
	self.armor_skins.materials_jade.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_jade.base_gradient = Idstring("units/pd2_dlc1/matcaps/matcap_jade_df")
	self.armor_skins.materials_jade.sticker = nil
	self.armor_skins.materials_jade.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_jade.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_jade.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_cushion = {}
	self.armor_skins.materials_cushion.name_id = "bm_mtl_cushion"
	self.armor_skins.materials_cushion.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_cushion.rarity = "uncommon"
	self.armor_skins.materials_cushion.reserve_quality = false
	self.armor_skins.materials_cushion.steam_economy = false
	self.armor_skins.materials_cushion.free = true
	self.armor_skins.materials_cushion.unlocked = true
	self.armor_skins.materials_cushion.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_cushion.base_gradient = Idstring("units/pd2_dlc_miami/matcaps/matcap_cushion_df")
	self.armor_skins.materials_cushion.sticker = nil
	self.armor_skins.materials_cushion.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_cushion.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_cushion.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_tricolor = {}
	self.armor_skins.materials_tricolor.name_id = "bm_mtl_tricolor"
	self.armor_skins.materials_tricolor.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_tricolor.rarity = "uncommon"
	self.armor_skins.materials_tricolor.reserve_quality = false
	self.armor_skins.materials_tricolor.steam_economy = false
	self.armor_skins.materials_tricolor.free = true
	self.armor_skins.materials_tricolor.unlocked = true
	self.armor_skins.materials_tricolor.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_tricolor.base_gradient = Idstring("units/pd2_dlc_grv/masks/materials/matcap_tricolor_df")
	self.armor_skins.materials_tricolor.sticker = nil
	self.armor_skins.materials_tricolor.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_tricolor.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_tricolor.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_magma = {}
	self.armor_skins.materials_magma.name_id = "bm_mtl_magma"
	self.armor_skins.materials_magma.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_magma.rarity = "uncommon"
	self.armor_skins.materials_magma.reserve_quality = false
	self.armor_skins.materials_magma.steam_economy = false
	self.armor_skins.materials_magma.free = true
	self.armor_skins.materials_magma.unlocked = true
	self.armor_skins.materials_magma.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_magma.base_gradient = Idstring("units/payday2/matcaps/matcap_magma_df")
	self.armor_skins.materials_magma.sticker = nil
	self.armor_skins.materials_magma.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_magma.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_magma.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_galvanized = {}
	self.armor_skins.materials_galvanized.name_id = "bm_mtl_galvanized"
	self.armor_skins.materials_galvanized.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_galvanized.rarity = "uncommon"
	self.armor_skins.materials_galvanized.reserve_quality = false
	self.armor_skins.materials_galvanized.steam_economy = false
	self.armor_skins.materials_galvanized.free = true
	self.armor_skins.materials_galvanized.unlocked = true
	self.armor_skins.materials_galvanized.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_galvanized.base_gradient = Idstring("units/pd2_dlc_dec5/matcaps/matcap_galvanized_df")
	self.armor_skins.materials_galvanized.sticker = nil
	self.armor_skins.materials_galvanized.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_galvanized.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_galvanized.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_stars = {}
	self.armor_skins.materials_stars.name_id = "bm_mtl_stars"
	self.armor_skins.materials_stars.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_stars.rarity = "uncommon"
	self.armor_skins.materials_stars.reserve_quality = false
	self.armor_skins.materials_stars.steam_economy = false
	self.armor_skins.materials_stars.free = true
	self.armor_skins.materials_stars.unlocked = true
	self.armor_skins.materials_stars.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_stars.base_gradient = Idstring("units/pd2_dlc_casino/matcaps/matcap_stars_df")
	self.armor_skins.materials_stars.sticker = nil
	self.armor_skins.materials_stars.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_stars.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_stars.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_feathers = {}
	self.armor_skins.materials_feathers.name_id = "bm_mtl_feathers"
	self.armor_skins.materials_feathers.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_feathers.rarity = "uncommon"
	self.armor_skins.materials_feathers.reserve_quality = false
	self.armor_skins.materials_feathers.steam_economy = false
	self.armor_skins.materials_feathers.free = true
	self.armor_skins.materials_feathers.unlocked = true
	self.armor_skins.materials_feathers.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_feathers.base_gradient = Idstring("units/pd2_dlc_akm4_modpack/materials/matcap_feathers_df")
	self.armor_skins.materials_feathers.sticker = nil
	self.armor_skins.materials_feathers.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_feathers.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_feathers.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_redsun = {}
	self.armor_skins.materials_redsun.name_id = "bm_mtl_redsun"
	self.armor_skins.materials_redsun.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_redsun.rarity = "uncommon"
	self.armor_skins.materials_redsun.reserve_quality = false
	self.armor_skins.materials_redsun.steam_economy = false
	self.armor_skins.materials_redsun.free = true
	self.armor_skins.materials_redsun.unlocked = true
	self.armor_skins.materials_redsun.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_redsun.base_gradient = Idstring("units/pd2_dlc_gage_historical/materials/matcap_redsun_df")
	self.armor_skins.materials_redsun.sticker = nil
	self.armor_skins.materials_redsun.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_redsun.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_redsun.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_oldbronze = {}
	self.armor_skins.materials_oldbronze.name_id = "bm_mtl_oldbronze"
	self.armor_skins.materials_oldbronze.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_oldbronze.rarity = "uncommon"
	self.armor_skins.materials_oldbronze.reserve_quality = false
	self.armor_skins.materials_oldbronze.steam_economy = false
	self.armor_skins.materials_oldbronze.free = true
	self.armor_skins.materials_oldbronze.unlocked = true
	self.armor_skins.materials_oldbronze.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_oldbronze.base_gradient = Idstring("units/payday2/matcaps/matcap_oldbronze_df")
	self.armor_skins.materials_oldbronze.sticker = nil
	self.armor_skins.materials_oldbronze.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_oldbronze.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_oldbronze.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_toast = {}
	self.armor_skins.materials_toast.name_id = "bm_mtl_toast"
	self.armor_skins.materials_toast.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_toast.rarity = "uncommon"
	self.armor_skins.materials_toast.reserve_quality = false
	self.armor_skins.materials_toast.steam_economy = false
	self.armor_skins.materials_toast.free = true
	self.armor_skins.materials_toast.unlocked = true
	self.armor_skins.materials_toast.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_toast.base_gradient = Idstring("units/pd2_dlc_bbq/materials/matcap_toast_df")
	self.armor_skins.materials_toast.sticker = nil
	self.armor_skins.materials_toast.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_toast.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_toast.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_candlelight = {}
	self.armor_skins.materials_candlelight.name_id = "bm_mtl_candlelight"
	self.armor_skins.materials_candlelight.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_candlelight.rarity = "uncommon"
	self.armor_skins.materials_candlelight.reserve_quality = false
	self.armor_skins.materials_candlelight.steam_economy = false
	self.armor_skins.materials_candlelight.free = true
	self.armor_skins.materials_candlelight.unlocked = true
	self.armor_skins.materials_candlelight.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_candlelight.base_gradient = Idstring("units/pd2_dlc_bbq/materials/matcap_candlelight_df")
	self.armor_skins.materials_candlelight.sticker = nil
	self.armor_skins.materials_candlelight.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_candlelight.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_candlelight.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_rust = {}
	self.armor_skins.materials_rust.name_id = "bm_mtl_dark_rust"
	self.armor_skins.materials_rust.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_rust.rarity = "uncommon"
	self.armor_skins.materials_rust.reserve_quality = false
	self.armor_skins.materials_rust.steam_economy = false
	self.armor_skins.materials_rust.free = true
	self.armor_skins.materials_rust.unlocked = true
	self.armor_skins.materials_rust.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_rust.base_gradient = Idstring("units/pd2_indiana/materials/matcap_rust_df")
	self.armor_skins.materials_rust.sticker = nil
	self.armor_skins.materials_rust.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_rust.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_rust.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_dawn = {}
	self.armor_skins.materials_dawn.name_id = "bm_mtl_dawn"
	self.armor_skins.materials_dawn.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_dawn.rarity = "uncommon"
	self.armor_skins.materials_dawn.reserve_quality = false
	self.armor_skins.materials_dawn.steam_economy = false
	self.armor_skins.materials_dawn.free = true
	self.armor_skins.materials_dawn.unlocked = true
	self.armor_skins.materials_dawn.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_dawn.base_gradient = Idstring("units/pd2_dlc_akm4_modpack/materials/matcap_dawn_df")
	self.armor_skins.materials_dawn.sticker = nil
	self.armor_skins.materials_dawn.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_dawn.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_dawn.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_rhino_skin = {}
	self.armor_skins.materials_rhino_skin.name_id = "bm_mtl_rhino"
	self.armor_skins.materials_rhino_skin.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_rhino_skin.rarity = "uncommon"
	self.armor_skins.materials_rhino_skin.reserve_quality = false
	self.armor_skins.materials_rhino_skin.steam_economy = false
	self.armor_skins.materials_rhino_skin.free = true
	self.armor_skins.materials_rhino_skin.unlocked = true
	self.armor_skins.materials_rhino_skin.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_rhino_skin.base_gradient = Idstring("units/pd2_dlc_cro/matcaps/matcaps_rhino_df")
	self.armor_skins.materials_rhino_skin.sticker = nil
	self.armor_skins.materials_rhino_skin.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_rhino_skin.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_rhino_skin.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_sand = {}
	self.armor_skins.materials_sand.name_id = "bm_mtl_dark_sand"
	self.armor_skins.materials_sand.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_sand.rarity = "uncommon"
	self.armor_skins.materials_sand.reserve_quality = false
	self.armor_skins.materials_sand.steam_economy = false
	self.armor_skins.materials_sand.free = true
	self.armor_skins.materials_sand.unlocked = true
	self.armor_skins.materials_sand.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_sand.base_gradient = Idstring("units/pd2_indiana/materials/matcap_sand_df")
	self.armor_skins.materials_sand.sticker = nil
	self.armor_skins.materials_sand.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_sand.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_sand.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_cracks1 = {}
	self.armor_skins.materials_cracks1.name_id = "bm_mtl_cracks1"
	self.armor_skins.materials_cracks1.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_cracks1.rarity = "uncommon"
	self.armor_skins.materials_cracks1.reserve_quality = false
	self.armor_skins.materials_cracks1.steam_economy = false
	self.armor_skins.materials_cracks1.free = true
	self.armor_skins.materials_cracks1.unlocked = true
	self.armor_skins.materials_cracks1.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_cracks1.base_gradient = Idstring("units/payday2/matcaps/matcap_cracks1_df")
	self.armor_skins.materials_cracks1.sticker = nil
	self.armor_skins.materials_cracks1.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_cracks1.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_cracks1.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_orchish = {}
	self.armor_skins.materials_orchish.name_id = "bm_mtl_orchish"
	self.armor_skins.materials_orchish.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_orchish.rarity = "uncommon"
	self.armor_skins.materials_orchish.reserve_quality = false
	self.armor_skins.materials_orchish.steam_economy = false
	self.armor_skins.materials_orchish.free = true
	self.armor_skins.materials_orchish.unlocked = true
	self.armor_skins.materials_orchish.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_orchish.base_gradient = Idstring("units/payday2/matcaps/matcap_orcish_df")
	self.armor_skins.materials_orchish.sticker = nil
	self.armor_skins.materials_orchish.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_orchish.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_orchish.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_fur = {}
	self.armor_skins.materials_fur.name_id = "bm_mtl_fur"
	self.armor_skins.materials_fur.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_fur.rarity = "uncommon"
	self.armor_skins.materials_fur.reserve_quality = false
	self.armor_skins.materials_fur.steam_economy = false
	self.armor_skins.materials_fur.free = true
	self.armor_skins.materials_fur.unlocked = true
	self.armor_skins.materials_fur.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_fur.base_gradient = Idstring("units/pd2_dlc_dec5/matcaps/matcap_fur_df")
	self.armor_skins.materials_fur.sticker = nil
	self.armor_skins.materials_fur.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_fur.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_fur.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_plastic = {}
	self.armor_skins.materials_plastic.name_id = "bm_mtl_plastic"
	self.armor_skins.materials_plastic.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_plastic.rarity = "uncommon"
	self.armor_skins.materials_plastic.reserve_quality = false
	self.armor_skins.materials_plastic.steam_economy = false
	self.armor_skins.materials_plastic.free = true
	self.armor_skins.materials_plastic.unlocked = true
	self.armor_skins.materials_plastic.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_plastic.base_gradient = Idstring("units/payday2/matcaps/matcap_plastic_df")
	self.armor_skins.materials_plastic.sticker = nil
	self.armor_skins.materials_plastic.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_plastic.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_plastic.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_oilmetal = {}
	self.armor_skins.materials_oilmetal.name_id = "bm_mtl_oilmetal"
	self.armor_skins.materials_oilmetal.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_oilmetal.rarity = "uncommon"
	self.armor_skins.materials_oilmetal.reserve_quality = false
	self.armor_skins.materials_oilmetal.steam_economy = false
	self.armor_skins.materials_oilmetal.free = true
	self.armor_skins.materials_oilmetal.unlocked = true
	self.armor_skins.materials_oilmetal.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_oilmetal.base_gradient = Idstring("units/pd2_dlc_dec5/matcaps/matcap_oilmetal_df")
	self.armor_skins.materials_oilmetal.sticker = nil
	self.armor_skins.materials_oilmetal.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_oilmetal.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_oilmetal.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_rock1 = {}
	self.armor_skins.materials_rock1.name_id = "bm_mtl_rock1"
	self.armor_skins.materials_rock1.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_rock1.rarity = "uncommon"
	self.armor_skins.materials_rock1.reserve_quality = false
	self.armor_skins.materials_rock1.steam_economy = false
	self.armor_skins.materials_rock1.free = true
	self.armor_skins.materials_rock1.unlocked = true
	self.armor_skins.materials_rock1.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_rock1.base_gradient = Idstring("units/payday2/matcaps/matcap_rock1_df")
	self.armor_skins.materials_rock1.sticker = nil
	self.armor_skins.materials_rock1.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_rock1.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_rock1.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_clay = {}
	self.armor_skins.materials_clay.name_id = "bm_mtl_clay"
	self.armor_skins.materials_clay.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_clay.rarity = "uncommon"
	self.armor_skins.materials_clay.reserve_quality = false
	self.armor_skins.materials_clay.steam_economy = false
	self.armor_skins.materials_clay.free = true
	self.armor_skins.materials_clay.unlocked = true
	self.armor_skins.materials_clay.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_clay.base_gradient = Idstring("units/pd2_dlc_big/matcaps/matcap_clay_df")
	self.armor_skins.materials_clay.sticker = nil
	self.armor_skins.materials_clay.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_clay.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_clay.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_insectoid = {}
	self.armor_skins.materials_insectoid.name_id = "bm_mtl_insectoid"
	self.armor_skins.materials_insectoid.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_insectoid.rarity = "uncommon"
	self.armor_skins.materials_insectoid.reserve_quality = false
	self.armor_skins.materials_insectoid.steam_economy = false
	self.armor_skins.materials_insectoid.free = true
	self.armor_skins.materials_insectoid.unlocked = true
	self.armor_skins.materials_insectoid.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_insectoid.base_gradient = Idstring("units/pd2_dlc_gage_snp/materials/matcap_insectoid_df")
	self.armor_skins.materials_insectoid.sticker = nil
	self.armor_skins.materials_insectoid.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_insectoid.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_insectoid.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_waterblue = {}
	self.armor_skins.materials_waterblue.name_id = "bm_mtl_waterblue"
	self.armor_skins.materials_waterblue.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_waterblue.rarity = "uncommon"
	self.armor_skins.materials_waterblue.reserve_quality = false
	self.armor_skins.materials_waterblue.steam_economy = false
	self.armor_skins.materials_waterblue.free = true
	self.armor_skins.materials_waterblue.unlocked = true
	self.armor_skins.materials_waterblue.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_waterblue.base_gradient = Idstring("units/payday2/matcaps/matcap_waterblue_df")
	self.armor_skins.materials_waterblue.sticker = nil
	self.armor_skins.materials_waterblue.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_waterblue.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_waterblue.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_arizona = {}
	self.armor_skins.materials_arizona.name_id = "bm_mtl_arizona"
	self.armor_skins.materials_arizona.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_arizona.rarity = "uncommon"
	self.armor_skins.materials_arizona.reserve_quality = false
	self.armor_skins.materials_arizona.steam_economy = false
	self.armor_skins.materials_arizona.free = true
	self.armor_skins.materials_arizona.unlocked = true
	self.armor_skins.materials_arizona.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_arizona.base_gradient = Idstring("units/pd2_dlc_infamy/matcaps/matcap_arizona_df")
	self.armor_skins.materials_arizona.sticker = nil
	self.armor_skins.materials_arizona.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_arizona.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_arizona.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_eye = {}
	self.armor_skins.materials_eye.name_id = "bm_mtl_eye"
	self.armor_skins.materials_eye.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_eye.rarity = "uncommon"
	self.armor_skins.materials_eye.reserve_quality = false
	self.armor_skins.materials_eye.steam_economy = false
	self.armor_skins.materials_eye.free = true
	self.armor_skins.materials_eye.unlocked = true
	self.armor_skins.materials_eye.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_eye.base_gradient = Idstring("units/pd2_dlc_infamy/matcaps/matcap_eye_df")
	self.armor_skins.materials_eye.sticker = nil
	self.armor_skins.materials_eye.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_eye.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_eye.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_rock3 = {}
	self.armor_skins.materials_rock3.name_id = "bm_mtl_rock3"
	self.armor_skins.materials_rock3.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_rock3.rarity = "uncommon"
	self.armor_skins.materials_rock3.reserve_quality = false
	self.armor_skins.materials_rock3.steam_economy = false
	self.armor_skins.materials_rock3.free = true
	self.armor_skins.materials_rock3.unlocked = true
	self.armor_skins.materials_rock3.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_rock3.base_gradient = Idstring("units/payday2/matcaps/matcap_rock3_df")
	self.armor_skins.materials_rock3.sticker = nil
	self.armor_skins.materials_rock3.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_rock3.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_rock3.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_error = {}
	self.armor_skins.materials_error.name_id = "bm_mtl_error"
	self.armor_skins.materials_error.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_error.rarity = "uncommon"
	self.armor_skins.materials_error.reserve_quality = false
	self.armor_skins.materials_error.steam_economy = false
	self.armor_skins.materials_error.free = true
	self.armor_skins.materials_error.unlocked = true
	self.armor_skins.materials_error.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_error.base_gradient = Idstring("units/pd2_dlc_miami/matcaps/matcap_error_df")
	self.armor_skins.materials_error.sticker = nil
	self.armor_skins.materials_error.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_error.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_error.cubemap_pattern_control = Vector3(0, 0.001, 0)
	self.armor_skins.materials_bismuth = {}
	self.armor_skins.materials_bismuth.name_id = "bm_mtl_bismuth"
	self.armor_skins.materials_bismuth.desc_id = "bm_askn_none_desc"
	self.armor_skins.materials_bismuth.rarity = "uncommon"
	self.armor_skins.materials_bismuth.reserve_quality = false
	self.armor_skins.materials_bismuth.steam_economy = false
	self.armor_skins.materials_bismuth.free = true
	self.armor_skins.materials_bismuth.unlocked = true
	self.armor_skins.materials_bismuth.texture_bundle_folder = "cash/safes/cvc"
	self.armor_skins.materials_bismuth.base_gradient = Idstring("units/payday2/matcaps/matcap_bismuth_df")
	self.armor_skins.materials_bismuth.sticker = nil
	self.armor_skins.materials_bismuth.uv_scale = Vector3(1, 1, 1)
	self.armor_skins.materials_bismuth.uv_offset_rot = Vector3(-0.001, 0.994791, 0)
	self.armor_skins.materials_bismuth.cubemap_pattern_control = Vector3(0, 0.001, 0)
end)
