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1 void CSQCModel_Hook_PreDraw();
2
3 .float isplayermodel;
4
5 // FEATURE: LOD
6 .float lodmodelindex0;
7 .float lodmodelindex1;
8 .float lodmodelindex2;
9 void CSQCPlayer_LOD_Apply(void)
10 {
11         // LOD model loading
12         if(self.lodmodelindex0 != self.modelindex)
13         {
14                 string modelname = self.model;
15                 string s;
16
17                 vector mi = self.mins;
18                 vector ma = self.maxs;
19
20                 // set modelindex
21                 self.lodmodelindex0 = self.modelindex;
22                 self.lodmodelindex1 = self.modelindex;
23                 self.lodmodelindex2 = self.modelindex;
24
25                 // FIXME: this only supports 3-letter extensions
26                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
27                 if(fexists(s))
28                 {
29                         precache_model(s);
30                         setmodel(self, s);
31                         if(self.modelindex)
32                                 self.lodmodelindex1 = self.modelindex;
33                 }
34
35                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
36                 if(fexists(s))
37                 {
38                         precache_model(s);
39                         setmodel(self, s);
40                         if(self.modelindex)
41                                 self.lodmodelindex2 = self.modelindex;
42                 }
43
44                 setmodel(self, modelname); // make everything normal again
45                 setsize(self, mi, ma);
46         }
47
48         // apply LOD
49         if(autocvar_cl_playerdetailreduction <= 0)
50         {
51                 if(autocvar_cl_playerdetailreduction <= -2)
52                         self.modelindex = self.lodmodelindex2;
53                 else if(autocvar_cl_playerdetailreduction <= -1)
54                         self.modelindex = self.lodmodelindex1;
55                 else
56                         self.modelindex = self.lodmodelindex0;
57         }
58         else
59         {
60                 float distance = vlen(self.origin - view_origin);
61                 float f = (distance * current_viewzoom + 100.0) * autocvar_cl_playerdetailreduction;
62                 f *= 1.0 / bound(0.01, view_quality, 1);
63                 if(f > autocvar_cl_loddistance2)
64                         self.modelindex = self.lodmodelindex2;
65                 else if(f > autocvar_cl_loddistance1)
66                         self.modelindex = self.lodmodelindex1;
67                 else
68                         self.modelindex = self.lodmodelindex0;
69         }
70 }
71
72 // FEATURE: forcemodel (MUST be called BEFORE LOD!)
73 string forceplayermodels_model;
74 float forceplayermodels_modelisgoodmodel;
75 float forceplayermodels_modelindex;
76 float forceplayermodels_skin;
77
78 string forceplayermodels_mymodel;
79 float forceplayermodels_myisgoodmodel;
80 float forceplayermodels_mymodelindex;
81
82 float forceplayermodels_attempted;
83
84 .string forceplayermodels_savemodel;
85 .float forceplayermodels_savemodelindex;
86 .float forceplayermodels_saveskin;
87 .float forceplayermodels_savecolormap;
88
89 .string forceplayermodels_isgoodmodel_mdl;
90 .float forceplayermodels_isgoodmodel;
91
92 string forceplayermodels_goodmodel;
93 float forceplayermodels_goodmodelindex;
94
95 void CSQCPlayer_ForceModel_PreUpdate(void)
96 {
97         self.model = self.forceplayermodels_savemodel;
98         self.modelindex = self.forceplayermodels_savemodelindex;
99         self.skin = self.forceplayermodels_saveskin;
100         self.colormap = self.forceplayermodels_savecolormap;
101 }
102 void CSQCPlayer_ForceModel_PostUpdate(void)
103 {
104         self.forceplayermodels_savemodel = self.model;
105         self.forceplayermodels_savemodelindex = self.modelindex;
106         self.forceplayermodels_saveskin = self.skin;
107         self.forceplayermodels_savecolormap = self.colormap;
108
109         if(self.forceplayermodels_savemodel != self.forceplayermodels_isgoodmodel_mdl)
110         {
111                 self.forceplayermodels_isgoodmodel = fexists(self.forceplayermodels_savemodel);
112                 self.forceplayermodels_isgoodmodel_mdl = self.forceplayermodels_savemodel;
113                 if(!self.forceplayermodels_isgoodmodel)
114                         print(sprintf("Warning: missing model %s has been used\n", self.forceplayermodels_savemodel));
115         }
116 }
117 void CSQCPlayer_ForceModel_Apply(float islocalplayer)
118 {
119         // which one is ALWAYS good?
120         if not(forceplayermodels_goodmodel)
121         {
122                 entity e;
123                 e = spawn();
124                 precache_model(cvar_defstring("_cl_playermodel"));
125                 setmodel(e, cvar_defstring("_cl_playermodel"));
126                 forceplayermodels_goodmodel = e.model;
127                 forceplayermodels_goodmodelindex = e.modelindex;
128                 remove(e);
129         }
130
131         // first, try finding it from the server
132         if(self.forceplayermodels_savemodelindex && self.forceplayermodels_savemodel != "null")
133         {
134                 if(islocalplayer)
135                 {
136                         if(!isdemo()) // this is mainly cheat protection; not needed for demos
137                         {
138                                 // trust server's idea of "own player model"
139                                 forceplayermodels_modelisgoodmodel = self.forceplayermodels_isgoodmodel;
140                                 forceplayermodels_model = self.forceplayermodels_savemodel;
141                                 forceplayermodels_modelindex = self.forceplayermodels_savemodelindex;
142                                 forceplayermodels_skin = self.forceplayermodels_saveskin;
143                                 forceplayermodels_attempted = 1;
144                         }
145                 }
146         }
147
148         // forcemodel finding
149         if(!forceplayermodels_attempted)
150         {
151                 forceplayermodels_attempted = 1;
152
153                 // only if this failed, find it out on our own
154                 entity e;
155                 e = spawn();
156                 setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
157                 forceplayermodels_modelisgoodmodel = fexists(e.model);
158                 forceplayermodels_model = e.model;
159                 forceplayermodels_modelindex = e.modelindex;
160                 forceplayermodels_skin = autocvar__cl_playerskin;
161                 remove(e);
162         }
163
164         if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
165         {
166                 entity e;
167                 e = spawn();
168                 setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below
169                 forceplayermodels_myisgoodmodel = fexists(e.model);
170                 forceplayermodels_mymodel = e.model;
171                 forceplayermodels_mymodelindex = e.modelindex;
172                 remove(e);
173         }
174
175         // apply it
176         float isfriend;
177         float cm;
178         cm = self.forceplayermodels_savecolormap;
179         cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(self.colormap - 1, "colors")) + 1024);
180
181         if(teamplay)
182                 isfriend = (cm == 1024 + 17 * myteam);
183         else
184                 isfriend = islocalplayer;
185
186         if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && isfriend)
187         {
188                 self.model = forceplayermodels_mymodel;
189                 self.modelindex = forceplayermodels_mymodelindex;
190                 self.skin = autocvar_cl_forcemyplayerskin;
191         }
192         else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
193         {
194                 self.model = forceplayermodels_model;
195                 self.modelindex = forceplayermodels_modelindex;
196                 self.skin = forceplayermodels_skin;
197         }
198         else if(self.forceplayermodels_isgoodmodel)
199         {
200                 self.model = self.forceplayermodels_savemodel;
201                 self.modelindex = self.forceplayermodels_savemodelindex;
202                 self.skin = self.forceplayermodels_saveskin;
203         }
204         else
205         {
206                 self.model = forceplayermodels_goodmodel;
207                 self.modelindex = forceplayermodels_goodmodelindex;
208                 self.skin = self.forceplayermodels_saveskin;
209         }
210
211         // forceplayercolors too
212         if(teamplay)
213         {
214                 // own team's color is never forced
215                 float forcecolor_friend = 0;
216                 float forcecolor_enemy = 0;
217                 float teams_count = 0;
218                 entity tm;
219
220                 for(tm = teams.sort_next; tm; tm = tm.sort_next)
221                         if(tm.team != FL_SPECTATOR)
222                                 ++teams_count;
223
224                 if(autocvar_cl_forcemyplayercolors)
225                         forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
226                 if(autocvar_cl_forceplayercolors && teams_count == 2)
227                         forcecolor_enemy = 1024 + autocvar__cl_color;
228
229                 if(forcecolor_enemy && !forcecolor_friend)
230                 {
231                         // only enemy color is forced?
232                         // verify it is not equal to the friend color
233                         if(forcecolor_enemy == 1024 + 17 * myteam)
234                                 forcecolor_enemy = 0;
235                 }
236
237                 if(forcecolor_friend && !forcecolor_enemy)
238                 {
239                         // only friend color is forced?
240                         // verify it is not equal to the enemy color
241                         for(tm = teams.sort_next; tm; tm = tm.sort_next)
242                                 // note: we even compare against our own team.
243                                 // if we rejected because we matched our OWN team color,
244                                 // this is not bad; we then simply keep our color as is
245                                 // anyway.
246                                 if(forcecolor_friend == 1024 + 17 * tm.team)
247                                         forcecolor_friend = 0;
248                 }
249
250                 if(cm == 1024 + 17 * myteam)
251                 {
252                         if(forcecolor_friend)
253                                 self.colormap = forcecolor_friend;
254                 }
255                 else
256                 {
257                         if(forcecolor_enemy)
258                                 self.colormap = forcecolor_enemy;
259                 }
260         }
261         else
262         {
263                 if(autocvar_cl_forcemyplayercolors && islocalplayer)
264                         self.colormap = 1024 + autocvar_cl_forcemyplayercolors;
265                 else if(autocvar_cl_forceplayercolors)
266                         self.colormap = player_localnum + 1;
267         }
268 }
269
270 // FEATURE: fallback frames
271 .float csqcmodel_saveframe;
272 .float csqcmodel_saveframe2;
273 .float csqcmodel_saveframe3;
274 .float csqcmodel_saveframe4;
275 .float csqcmodel_framecount;
276
277 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
278 void CSQCPlayer_FallbackFrame_PreUpdate(void)
279 {
280         self.frame = self.csqcmodel_saveframe;
281         self.frame2 = self.csqcmodel_saveframe2;
282         self.frame3 = self.csqcmodel_saveframe3;
283         self.frame4 = self.csqcmodel_saveframe4;
284 }
285 void CSQCPlayer_FallbackFrame_PostUpdate(float isnew)
286 {
287         self.csqcmodel_saveframe = self.frame;
288         self.csqcmodel_saveframe2 = self.frame2;
289         self.csqcmodel_saveframe3 = self.frame3;
290         self.csqcmodel_saveframe4 = self.frame4;
291
292         // hack for death animations: set their frametime to zero in case a
293         // player "pops in"
294         if(isnew)
295         {
296 #define FIX_FRAMETIME(f,ft) \
297                 if(IS_DEAD_FRAME(self.f) && self.ft != 0 && self.death_time != 0) \
298                 { \
299                         self.ft = self.death_time; \
300                 }
301                 FIX_FRAMETIME(frame, frame1time)
302                 FIX_FRAMETIME(frame2, frame2time)
303                 FIX_FRAMETIME(frame3, frame3time)
304                 FIX_FRAMETIME(frame4, frame4time)
305         }
306         self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame);
307 }
308 float CSQCPlayer_FallbackFrame(float f)
309 {
310         if(frameduration(self.modelindex, f) > 0)
311                 return f; // goooooood
312         if(frameduration(self.modelindex, 1) <= 0)
313                 return f; // this is a static model. We can't fix it if we wanted to
314         switch(f)
315         {
316                 case 23: return 11; // anim_melee -> anim_shoot
317                 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
318                 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
319                 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
320                 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
321                 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
322                 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
323                 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
324         }
325         print(sprintf("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model));
326         return f;
327 }
328 void CSQCPlayer_FallbackFrame_Apply(void)
329 {
330         self.frame = CSQCPlayer_FallbackFrame(self.frame);
331         self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
332         self.frame3 = CSQCPlayer_FallbackFrame(self.frame3);
333         self.frame4 = CSQCPlayer_FallbackFrame(self.frame4);
334 }
335
336 // FEATURE: auto tag_index
337 .entity tag_entity;
338 .float tag_entity_lastmodelindex;
339 .float tag_index;
340 void CSQCModel_AutoTagIndex_Apply(void)
341 {
342         if(self.tag_entity && wasfreed(self.tag_entity))
343                 self.tag_entity = world;
344
345         if(self.tag_networkentity)
346         {
347                 // we are ATTACHED!
348                 float changed = 0;
349                 if(self.tag_entity.entnum != self.tag_networkentity)
350                 {
351                         self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
352                         changed = 1;
353                 }
354
355                 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
356                 if(self.tag_entity.classname == "csqcmodel")
357                 {
358                         entity oldself = self;
359                         self = self.tag_entity;
360                         CSQCModel_Hook_PreDraw();
361                         self = oldself;
362                 }
363
364                 if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
365                 {
366                         self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
367                         changed = 1;
368                 }
369                 if(changed)
370                 {
371                         if(self.tag_entity)
372                         {
373                                 // the best part is: IT EXISTS
374                                 if(substring(self.model, 0, 17) == "models/weapons/v_")
375                                 {
376                                         if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_")
377                                         {
378                                                 self.tag_index = gettagindex(self.tag_entity, "weapon");
379                                                 if(!self.tag_index)
380                                                         self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
381                                                 if(!self.tag_index)
382                                                 {
383                                                         // we need to prevent this from 'appening
384                                                         self.tag_entity = world;
385                                                         self.drawmask = 0;
386                                                         dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n");
387                                                 }
388                                         }
389                                         else if(self.tag_entity.isplayermodel)
390                                         {
391                                                 self.tag_index = gettagindex(self.tag_entity, "weapon");
392                                                 if(!self.tag_index)
393                                                         self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
394                                                 if(!self.tag_index)
395                                                         self.tag_index = gettagindex(self.tag_entity, "bip01 r hand");
396                                         }
397                                 }
398
399                                 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_")
400                                 {
401                                         self.tag_index = gettagindex(self.tag_entity, "shot");
402                                         if(!self.tag_index)
403                                                 self.tag_index = gettagindex(self.tag_entity, "tag_shot");
404                                 }
405                         }
406                         else
407                         {
408                                 // damn, see you next frame
409                                 self.drawmask = 0;
410                         }
411                 }
412         }
413 }
414
415 // FEATURE: EF_NODRAW workalike
416 float EF_BRIGHTFIELD    = 1;
417 float EF_BRIGHTLIGHT    = 4;
418 float EF_DIMLIGHT       = 8;
419 float EF_DOUBLESIDED = 32768;
420 float EF_NOSELFSHADOW = 65536;
421 float EF_DYNAMICMODELLIGHT = 131072;
422 float MF_ROCKET  =   1; // leave a trail
423 float MF_GRENADE =   2; // leave a trail
424 float MF_GIB     =   4; // leave a trail
425 float MF_ROTATE  =   8; // rotate (bonus items)
426 float MF_TRACER  =  16; // green split trail
427 float MF_ZOMGIB  =  32; // small blood trail
428 float MF_TRACER2 =  64; // orange split trail
429 float MF_TRACER3 = 128; // purple trail
430 .float csqcmodel_effects;
431 .float csqcmodel_modelflags;
432 void CSQCModel_Effects_PreUpdate(void)
433 {
434         self.effects = self.csqcmodel_effects;
435         self.modelflags = self.csqcmodel_modelflags;
436 }
437 void CSQCModel_Effects_PostUpdate(void)
438 {
439         self.csqcmodel_effects = self.effects;
440         self.csqcmodel_modelflags = self.modelflags;
441         self.effects = 0;
442         self.modelflags = 0;
443         if(self.csqcmodel_teleported)
444                 Projectile_ResetTrail(self.origin);
445 }
446 void CSQCModel_Effects_Apply(void)
447 {
448         float eff = self.csqcmodel_effects;
449         eff &~= CSQCMODEL_EF_RESPAWNGHOST;
450
451         self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
452         self.effects = 0;
453         self.traileffect = 0;
454                         
455         if(eff & EF_BRIGHTFIELD)
456                 self.traileffect = particleeffectnum("TR_NEXUIZPLASMA");
457         // ignoring EF_MUZZLEFLASH
458         if(eff & EF_BRIGHTLIGHT)
459                 adddynamiclight(self.origin, 400, '3 3 3');
460         if(eff & EF_DIMLIGHT)
461                 adddynamiclight(self.origin, 200, '1.5 1.5 1.5');
462         if((eff & EF_NODRAW) || (self.alpha < 0))
463                 self.drawmask = 0;
464         if(eff & EF_ADDITIVE)
465                 self.renderflags |= RF_ADDITIVE;
466         if(eff & EF_BLUE)
467                 adddynamiclight(self.origin, 200, '0.15 0.15 1.5');
468         if(eff & EF_RED)
469                 adddynamiclight(self.origin, 200, '1.5 0.15 0.15');
470         // ignoring EF_NOGUNBOB
471         if(eff & EF_FULLBRIGHT)
472                 self.renderflags |= RF_FULLBRIGHT;
473         if(eff & EF_FLAME)
474                 pointparticles(particleeffectnum("EF_FLAME"), self.origin, '0 0 0', bound(0, frametime, 0.1));
475         if(eff & EF_STARDUST)
476                 pointparticles(particleeffectnum("EF_STARDUST"), self.origin, '0 0 0', bound(0, frametime, 0.1));
477         if(eff & EF_NOSHADOW)
478                 self.renderflags |= RF_NOSHADOW;
479         if(eff & EF_NODEPTHTEST)
480                 self.renderflags |= RF_DEPTHHACK;
481         // ignoring EF_SELECTABLE
482         if(eff & EF_DOUBLESIDED)
483                 self.effects |= EF_DOUBLESIDED;
484         if(eff & EF_NOSELFSHADOW)
485                 self.effects |= EF_NOSELFSHADOW;
486         if(eff & EF_DYNAMICMODELLIGHT)
487                 self.renderflags |= RF_DYNAMICMODELLIGHT;
488         // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
489         if(self.csqcmodel_modelflags & MF_ROCKET)
490                 self.traileffect = particleeffectnum("TR_ROCKET");
491         if(self.csqcmodel_modelflags & MF_GRENADE)
492                 self.traileffect = particleeffectnum("TR_GRENADE");
493         if(self.csqcmodel_modelflags & MF_GIB)
494                 self.traileffect = particleeffectnum("TR_BLOOD");
495         if(self.csqcmodel_modelflags & MF_ROTATE)
496         {
497                 self.renderflags |= RF_USEAXIS;
498                 makevectors(self.angles + '0 100 0' * fmod(time, 3.6));
499         }
500         if(self.csqcmodel_modelflags & MF_TRACER)
501                 self.traileffect = particleeffectnum("TR_WIZSPIKE");
502         if(self.csqcmodel_modelflags & MF_ZOMGIB)
503                 self.traileffect = particleeffectnum("TR_SLIGHTBLOOD");
504         if(self.csqcmodel_modelflags & MF_TRACER2)
505                 self.traileffect = particleeffectnum("TR_KNIGHTSPIKE");
506         if(self.csqcmodel_modelflags & MF_TRACER3)
507                 self.traileffect = particleeffectnum("TR_VORESPIKE");
508
509         if(self.drawmask)
510                 Projectile_DrawTrail(self.origin);
511         else
512                 Projectile_ResetTrail(self.origin);
513
514         if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
515                 self.renderflags |= RF_ADDITIVE;
516                 // also special in CSQCPlayer_GlowMod_Apply
517 }
518
519 // FEATURE: auto glowmod
520 .vector glowmod;
521 void CSQCPlayer_GlowMod_Apply(void)
522 {
523         float cm = self.colormap;
524
525         if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
526                 cm = 1024;
527
528         if(self.colormap > 0)
529                 self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
530         else
531                 self.glowmod = '1 1 1';
532
533         if(autocvar_cl_deathglow > 0)
534                 if(self.csqcmodel_isdead)
535                 {
536                         self.glowmod = self.glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
537                         // prevent the zero vector
538                         self.glowmod_x = max(self.glowmod_x, 0.0001);
539                         self.glowmod_y = max(self.glowmod_y, 0.0001);
540                         self.glowmod_z = max(self.glowmod_z, 0.0001);
541                 }
542 }
543
544 // general functions
545 .float csqcmodel_predraw_run;
546 void CSQCModel_Hook_PreDraw()
547 {
548         if(self.csqcmodel_predraw_run == framecount)
549                 return;
550         self.csqcmodel_predraw_run = framecount;
551
552         if(!self.modelindex || self.model == "null")
553         {
554                 self.drawmask = 0;
555                 return;
556         }
557         else
558                 self.drawmask = MASK_NORMAL;
559
560         if(self.isplayermodel) // this checks if it's a player MODEL!
561         {
562                 CSQCPlayer_ForceModel_Apply(self.entnum == player_localnum + 1);
563                 CSQCPlayer_GlowMod_Apply();
564                 CSQCPlayer_LOD_Apply();
565                 CSQCPlayer_FallbackFrame_Apply();
566         }
567
568         CSQCModel_AutoTagIndex_Apply();
569
570         CSQCModel_Effects_Apply();
571 }
572
573 void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
574 {
575         // revert to values from server
576         CSQCModel_Effects_PreUpdate();
577         if(self.isplayermodel)
578         {
579                 CSQCPlayer_FallbackFrame_PreUpdate();
580                 CSQCPlayer_ForceModel_PreUpdate();
581         }
582 }
583
584 void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer)
585 {
586         // is it a player model? (shared state)
587         self.isplayermodel = (substring(self.model, 0, 14) == "models/player/" || substring(self.model, 0, 17) == "models/ok_player/");
588
589         // save values set by server
590         if(self.isplayermodel)
591         {
592                 CSQCPlayer_ForceModel_PostUpdate();
593                 CSQCPlayer_FallbackFrame_PostUpdate(isnew);
594         }
595         CSQCModel_Effects_PostUpdate();
596 }