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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         if(teamplay)
178         {
179                 cm = self.forceplayermodels_savecolormap;
180                 cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(self.colormap - 1, "colors")) + 1024);
181
182                 isfriend = (cm == 1024 + 17 * myteam);
183         }
184         else
185                 isfriend = islocalplayer;
186
187         if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && isfriend)
188         {
189                 self.model = forceplayermodels_mymodel;
190                 self.modelindex = forceplayermodels_mymodelindex;
191                 self.skin = autocvar_cl_forcemyplayerskin;
192         }
193         else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
194         {
195                 self.model = forceplayermodels_model;
196                 self.modelindex = forceplayermodels_modelindex;
197                 self.skin = forceplayermodels_skin;
198         }
199         else if(self.forceplayermodels_isgoodmodel)
200         {
201                 self.model = self.forceplayermodels_savemodel;
202                 self.modelindex = self.forceplayermodels_savemodelindex;
203                 self.skin = self.forceplayermodels_saveskin;
204         }
205         else
206         {
207                 self.model = forceplayermodels_goodmodel;
208                 self.modelindex = forceplayermodels_goodmodelindex;
209                 self.skin = self.forceplayermodels_saveskin;
210         }
211
212         // forceplayercolors too
213         if(teamplay)
214         {
215                 // own team's color is never forced
216                 float forcecolor_friend = 0;
217                 float forcecolor_enemy = 0;
218                 float teams_count = 0;
219                 entity tm;
220
221                 for(tm = teams.sort_next; tm; tm = tm.sort_next)
222                         if(tm.team != COLOR_SPECTATOR)
223                                 ++teams_count;
224
225                 if(autocvar_cl_forcemyplayercolors)
226                         forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
227                 if(autocvar_cl_forceplayercolors && teams_count == 2)
228                         forcecolor_enemy = 1024 + autocvar__cl_color;
229
230                 if(forcecolor_enemy && !forcecolor_friend)
231                 {
232                         // only enemy color is forced?
233                         // verify it is not equal to the friend color
234                         if(forcecolor_enemy == 1024 + 17 * myteam)
235                                 forcecolor_enemy = 0;
236                 }
237
238                 if(forcecolor_friend && !forcecolor_enemy)
239                 {
240                         // only friend color is forced?
241                         // verify it is not equal to the enemy color
242                         for(tm = teams.sort_next; tm; tm = tm.sort_next)
243                                 // note: we even compare against our own team.
244                                 // if we rejected because we matched our OWN team color,
245                                 // this is not bad; we then simply keep our color as is
246                                 // anyway.
247                                 if(forcecolor_friend == 1024 + 17 * tm.team)
248                                         forcecolor_friend = 0;
249                 }
250
251                 float cm;
252                 cm = self.forceplayermodels_savecolormap;
253                 cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(self.colormap - 1, "colors")) + 1024);
254
255                 if(cm == 1024 + 17 * myteam)
256                 {
257                         if(forcecolor_friend)
258                                 self.colormap = forcecolor_friend;
259                 }
260                 else
261                 {
262                         if(forcecolor_enemy)
263                                 self.colormap = forcecolor_enemy;
264                 }
265         }
266         else
267         {
268                 if(autocvar_cl_forcemyplayercolors && islocalplayer)
269                         self.colormap = 1024 + autocvar_cl_forcemyplayercolors;
270                 else if(autocvar_cl_forceplayercolors)
271                         self.colormap = player_localnum + 1;
272         }
273 }
274
275 // FEATURE: fallback frames
276 .float csqcmodel_saveframe;
277 .float csqcmodel_saveframe2;
278 .float csqcmodel_saveframe3;
279 .float csqcmodel_saveframe4;
280 .float csqcmodel_framecount;
281
282 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
283 void CSQCPlayer_FallbackFrame_PreUpdate(void)
284 {
285         self.frame = self.csqcmodel_saveframe;
286         self.frame2 = self.csqcmodel_saveframe2;
287         self.frame3 = self.csqcmodel_saveframe3;
288         self.frame4 = self.csqcmodel_saveframe4;
289 }
290 void CSQCPlayer_FallbackFrame_PostUpdate(float isnew)
291 {
292         self.csqcmodel_saveframe = self.frame;
293         self.csqcmodel_saveframe2 = self.frame2;
294         self.csqcmodel_saveframe3 = self.frame3;
295         self.csqcmodel_saveframe4 = self.frame4;
296
297         // hack for death animations: set their frametime to zero in case a
298         // player "pops in"
299         if(isnew)
300         {
301 #define FIX_FRAMETIME(f,ft) \
302                 if(IS_DEAD_FRAME(self.f) && self.ft != 0 && self.death_time != 0) \
303                 { \
304                         self.ft = self.death_time; \
305                 }
306                 FIX_FRAMETIME(frame, frame1time)
307                 FIX_FRAMETIME(frame2, frame2time)
308                 FIX_FRAMETIME(frame3, frame3time)
309                 FIX_FRAMETIME(frame4, frame4time)
310         }
311         self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame);
312 }
313 float CSQCPlayer_FallbackFrame(float f)
314 {
315         if(frameduration(self.modelindex, f) > 0)
316                 return f; // goooooood
317         if(frameduration(self.modelindex, 1) <= 0)
318                 return f; // this is a static model. We can't fix it if we wanted to
319         switch(f)
320         {
321                 case 23: return 11; // anim_melee -> anim_shoot
322                 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
323                 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
324                 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
325                 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
326                 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
327                 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
328                 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
329         }
330         print(sprintf("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model));
331         return f;
332 }
333 void CSQCPlayer_FallbackFrame_Apply(void)
334 {
335         self.frame = CSQCPlayer_FallbackFrame(self.frame);
336         self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
337         self.frame3 = CSQCPlayer_FallbackFrame(self.frame3);
338         self.frame4 = CSQCPlayer_FallbackFrame(self.frame4);
339 }
340
341 // FEATURE: auto tag_index
342 .entity tag_entity;
343 .float tag_entity_lastmodelindex;
344 .float tag_index;
345 void CSQCModel_AutoTagIndex_Apply(void)
346 {
347         if(self.tag_entity && wasfreed(self.tag_entity))
348                 self.tag_entity = world;
349
350         if(self.tag_networkentity)
351         {
352                 // we are ATTACHED!
353                 float changed = 0;
354                 if(self.tag_entity.entnum != self.tag_networkentity)
355                 {
356                         self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
357                         changed = 1;
358                 }
359
360                 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
361                 if(self.tag_entity.classname == "csqcmodel")
362                 {
363                         entity oldself = self;
364                         self = self.tag_entity;
365                         CSQCModel_Hook_PreDraw();
366                         self = oldself;
367                 }
368
369                 if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
370                 {
371                         self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
372                         changed = 1;
373                 }
374                 if(changed)
375                 {
376                         if(self.tag_entity)
377                         {
378                                 // the best part is: IT EXISTS
379                                 if(substring(self.model, 0, 17) == "models/weapons/v_")
380                                 {
381                                         if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_")
382                                         {
383                                                 self.tag_index = gettagindex(self.tag_entity, "weapon");
384                                                 if(!self.tag_index)
385                                                         self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
386                                                 if(!self.tag_index)
387                                                 {
388                                                         // we need to prevent this from 'appening
389                                                         self.tag_entity = world;
390                                                         self.drawmask = 0;
391                                                         dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n");
392                                                 }
393                                         }
394                                         else if(self.tag_entity.isplayermodel)
395                                         {
396                                                 self.tag_index = gettagindex(self.tag_entity, "weapon");
397                                                 if(!self.tag_index)
398                                                         self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
399                                                 if(!self.tag_index)
400                                                         self.tag_index = gettagindex(self.tag_entity, "bip01 r hand");
401                                         }
402                                 }
403
404                                 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_")
405                                 {
406                                         self.tag_index = gettagindex(self.tag_entity, "shot");
407                                         if(!self.tag_index)
408                                                 self.tag_index = gettagindex(self.tag_entity, "tag_shot");
409                                 }
410                         }
411                         else
412                         {
413                                 // damn, see you next frame
414                                 self.drawmask = 0;
415                         }
416                 }
417         }
418 }
419
420 // FEATURE: EF_NODRAW workalike
421 float EF_BRIGHTFIELD    = 1;
422 float EF_BRIGHTLIGHT    = 4;
423 float EF_DIMLIGHT       = 8;
424 float EF_DOUBLESIDED = 32768;
425 float EF_NOSELFSHADOW = 65536;
426 float EF_DYNAMICMODELLIGHT = 131072;
427 float MF_ROCKET  =   1; // leave a trail
428 float MF_GRENADE =   2; // leave a trail
429 float MF_GIB     =   4; // leave a trail
430 float MF_ROTATE  =   8; // rotate (bonus items)
431 float MF_TRACER  =  16; // green split trail
432 float MF_ZOMGIB  =  32; // small blood trail
433 float MF_TRACER2 =  64; // orange split trail
434 float MF_TRACER3 = 128; // purple trail
435 .float csqcmodel_effects;
436 .float csqcmodel_modelflags;
437 void CSQCModel_Effects_PreUpdate(void)
438 {
439         self.effects = self.csqcmodel_effects;
440         self.modelflags = self.csqcmodel_modelflags;
441 }
442 void CSQCModel_Effects_PostUpdate(void)
443 {
444         self.csqcmodel_effects = self.effects;
445         self.csqcmodel_modelflags = self.modelflags;
446         self.effects = 0;
447         self.modelflags = 0;
448         if(self.csqcmodel_teleported)
449                 Projectile_ResetTrail(self.origin);
450 }
451 void CSQCModel_Effects_Apply(void)
452 {
453         float eff = self.csqcmodel_effects;
454         eff &~= CSQCMODEL_EF_RESPAWNGHOST;
455
456         self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
457         self.effects = 0;
458         self.traileffect = 0;
459                         
460         if(eff & EF_BRIGHTFIELD)
461                 self.traileffect = particleeffectnum("TR_NEXUIZPLASMA");
462         // ignoring EF_MUZZLEFLASH
463         if(eff & EF_BRIGHTLIGHT)
464                 adddynamiclight(self.origin, 400, '3 3 3');
465         if(eff & EF_DIMLIGHT)
466                 adddynamiclight(self.origin, 200, '1.5 1.5 1.5');
467         if((eff & EF_NODRAW) || (self.alpha < 0))
468                 self.drawmask = 0;
469         if(eff & EF_ADDITIVE)
470                 self.renderflags |= RF_ADDITIVE;
471         if(eff & EF_BLUE)
472                 adddynamiclight(self.origin, 200, '0.15 0.15 1.5');
473         if(eff & EF_RED)
474                 adddynamiclight(self.origin, 200, '1.5 0.15 0.15');
475         // ignoring EF_NOGUNBOB
476         if(eff & EF_FULLBRIGHT)
477                 self.renderflags |= RF_FULLBRIGHT;
478         if(eff & EF_FLAME)
479                 pointparticles(particleeffectnum("EF_FLAME"), self.origin, '0 0 0', bound(0, frametime, 0.1));
480         if(eff & EF_STARDUST)
481                 pointparticles(particleeffectnum("EF_STARDUST"), self.origin, '0 0 0', bound(0, frametime, 0.1));
482         if(eff & EF_NOSHADOW)
483                 self.renderflags |= RF_NOSHADOW;
484         if(eff & EF_NODEPTHTEST)
485                 self.renderflags |= RF_DEPTHHACK;
486         // ignoring EF_SELECTABLE
487         if(eff & EF_DOUBLESIDED)
488                 self.effects |= EF_DOUBLESIDED;
489         if(eff & EF_NOSELFSHADOW)
490                 self.effects |= EF_NOSELFSHADOW;
491         if(eff & EF_DYNAMICMODELLIGHT)
492                 self.renderflags |= RF_DYNAMICMODELLIGHT;
493         // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
494         if(self.csqcmodel_modelflags & MF_ROCKET)
495                 self.traileffect = particleeffectnum("TR_ROCKET");
496         if(self.csqcmodel_modelflags & MF_GRENADE)
497                 self.traileffect = particleeffectnum("TR_GRENADE");
498         if(self.csqcmodel_modelflags & MF_GIB)
499                 self.traileffect = particleeffectnum("TR_BLOOD");
500         if(self.csqcmodel_modelflags & MF_ROTATE)
501         {
502                 self.renderflags |= RF_USEAXIS;
503                 makevectors(self.angles + '0 100 0' * fmod(time, 3.6));
504         }
505         if(self.csqcmodel_modelflags & MF_TRACER)
506                 self.traileffect = particleeffectnum("TR_WIZSPIKE");
507         if(self.csqcmodel_modelflags & MF_ZOMGIB)
508                 self.traileffect = particleeffectnum("TR_SLIGHTBLOOD");
509         if(self.csqcmodel_modelflags & MF_TRACER2)
510                 self.traileffect = particleeffectnum("TR_KNIGHTSPIKE");
511         if(self.csqcmodel_modelflags & MF_TRACER3)
512                 self.traileffect = particleeffectnum("TR_VORESPIKE");
513
514         if(self.drawmask)
515                 Projectile_DrawTrail(self.origin);
516         else
517                 Projectile_ResetTrail(self.origin);
518
519         if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
520                 self.renderflags |= RF_ADDITIVE;
521                 // also special in CSQCPlayer_GlowMod_Apply
522 }
523
524 // FEATURE: auto glowmod
525 .vector glowmod;
526 void CSQCPlayer_GlowMod_Apply(void)
527 {
528         float cm = self.colormap;
529
530         if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
531                 cm = 1024;
532
533         if(self.colormap > 0)
534                 self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
535         else
536                 self.glowmod = '1 1 1';
537
538         if(autocvar_cl_deathglow > 0)
539                 if(self.csqcmodel_isdead)
540                 {
541                         self.glowmod = self.glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
542                         // prevent the zero vector
543                         self.glowmod_x = max(self.glowmod_x, 0.0001);
544                         self.glowmod_y = max(self.glowmod_y, 0.0001);
545                         self.glowmod_z = max(self.glowmod_z, 0.0001);
546                 }
547 }
548
549 // general functions
550 .float csqcmodel_predraw_run;
551 void CSQCModel_Hook_PreDraw()
552 {
553         if(self.csqcmodel_predraw_run == framecount)
554                 return;
555         self.csqcmodel_predraw_run = framecount;
556
557         if(!self.modelindex || self.model == "null")
558         {
559                 self.drawmask = 0;
560                 return;
561         }
562         else
563                 self.drawmask = MASK_NORMAL;
564
565         if(self.isplayermodel) // this checks if it's a player MODEL!
566         {
567                 CSQCPlayer_ForceModel_Apply(self.entnum == player_localnum + 1);
568                 CSQCPlayer_GlowMod_Apply();
569                 CSQCPlayer_LOD_Apply();
570                 CSQCPlayer_FallbackFrame_Apply();
571         }
572
573         CSQCModel_AutoTagIndex_Apply();
574
575         CSQCModel_Effects_Apply();
576 }
577
578 void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
579 {
580         // revert to values from server
581         CSQCModel_Effects_PreUpdate();
582         if(self.isplayermodel)
583         {
584                 CSQCPlayer_FallbackFrame_PreUpdate();
585                 CSQCPlayer_ForceModel_PreUpdate();
586         }
587 }
588
589 void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer)
590 {
591         // is it a player model? (shared state)
592         self.isplayermodel = (substring(self.model, 0, 14) == "models/player/" || substring(self.model, 0, 17) == "models/ok_player/");
593
594         // save values set by server
595         if(self.isplayermodel)
596         {
597                 CSQCPlayer_ForceModel_PostUpdate();
598                 CSQCPlayer_FallbackFrame_PostUpdate(isnew);
599         }
600         CSQCModel_Effects_PostUpdate();
601 }