1 void CSQCModel_Hook_PreDraw(float isplayer);
9 void CSQCPlayer_LOD_Apply(void)
12 if(self.lodmodelindex0 != self.modelindex)
14 string modelname = self.model;
17 vector mi = self.mins;
18 vector ma = self.maxs;
21 self.lodmodelindex0 = self.modelindex;
22 self.lodmodelindex1 = self.modelindex;
23 self.lodmodelindex2 = self.modelindex;
25 // FIXME: this only supports 3-letter extensions
26 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
32 self.lodmodelindex1 = self.modelindex;
35 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
41 self.lodmodelindex2 = self.modelindex;
44 setmodel(self, modelname); // make everything normal again
45 setsize(self, mi, ma);
49 if(autocvar_cl_playerdetailreduction <= 0)
51 if(autocvar_cl_playerdetailreduction <= -2)
52 self.modelindex = self.lodmodelindex2;
53 else if(autocvar_cl_playerdetailreduction <= -1)
54 self.modelindex = self.lodmodelindex1;
56 self.modelindex = self.lodmodelindex0;
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;
68 self.modelindex = self.lodmodelindex0;
72 // FEATURE: forcemodel (MUST be called BEFORE LOD!)
73 string forceplayermodels_model;
74 float forceplayermodels_modelisgoodmodel;
75 float forceplayermodels_modelindex;
76 float forceplayermodels_skin;
78 string forceplayermodels_mymodel;
79 float forceplayermodels_myisgoodmodel;
80 float forceplayermodels_mymodelindex;
82 float forceplayermodels_attempted;
84 .string forceplayermodels_savemodel;
85 .float forceplayermodels_savemodelindex;
86 .float forceplayermodels_saveskin;
87 .float forceplayermodels_savecolormap;
89 .string forceplayermodels_isgoodmodel_mdl;
90 .float forceplayermodels_isgoodmodel;
92 string forceplayermodels_goodmodel;
93 float forceplayermodels_goodmodelindex;
95 void CSQCPlayer_ForceModel_PreUpdate(void)
97 self.model = self.forceplayermodels_savemodel;
98 self.modelindex = self.forceplayermodels_savemodelindex;
99 self.skin = self.forceplayermodels_saveskin;
100 self.colormap = self.forceplayermodels_savecolormap;
102 void CSQCPlayer_ForceModel_PostUpdate(void)
104 self.forceplayermodels_savemodel = self.model;
105 self.forceplayermodels_savemodelindex = self.modelindex;
106 self.forceplayermodels_saveskin = self.skin;
107 self.forceplayermodels_savecolormap = self.colormap;
109 if(self.forceplayermodels_savemodel != self.forceplayermodels_isgoodmodel_mdl)
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));
117 void CSQCPlayer_ForceModel_Apply(float islocalplayer)
119 // which one is ALWAYS good?
120 if not(forceplayermodels_goodmodel)
124 precache_model(cvar_defstring("_cl_playermodel"));
125 setmodel(e, cvar_defstring("_cl_playermodel"));
126 forceplayermodels_goodmodel = e.model;
127 forceplayermodels_goodmodelindex = e.modelindex;
131 // first, try finding it from the server
132 if(self.forceplayermodels_savemodelindex && self.forceplayermodels_savemodel != "null")
136 if(!isdemo()) // this is mainly cheat protection; not needed for demos
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;
148 // forcemodel finding
149 if(!forceplayermodels_attempted)
151 forceplayermodels_attempted = 1;
153 // only if this failed, find it out on our own
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;
164 if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
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;
178 cm = self.forceplayermodels_savecolormap;
179 cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(self.colormap - 1, "colors")) + 1024);
182 isfriend = (cm == 1024 + 17 * myteam);
184 isfriend = islocalplayer;
186 if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && isfriend)
188 self.model = forceplayermodels_mymodel;
189 self.modelindex = forceplayermodels_mymodelindex;
190 self.skin = autocvar_cl_forcemyplayerskin;
192 else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
194 self.model = forceplayermodels_model;
195 self.modelindex = forceplayermodels_modelindex;
196 self.skin = forceplayermodels_skin;
198 else if(self.forceplayermodels_isgoodmodel)
200 self.model = self.forceplayermodels_savemodel;
201 self.modelindex = self.forceplayermodels_savemodelindex;
202 self.skin = self.forceplayermodels_saveskin;
206 self.model = forceplayermodels_goodmodel;
207 self.modelindex = forceplayermodels_goodmodelindex;
208 self.skin = self.forceplayermodels_saveskin;
211 // forceplayercolors too
214 // own team's color is never forced
215 float forcecolor_friend = 0;
216 float forcecolor_enemy = 0;
217 float teams_count = 0;
220 for(tm = teams.sort_next; tm; tm = tm.sort_next)
221 if(tm.team != NUM_SPECTATOR)
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;
229 if(forcecolor_enemy && !forcecolor_friend)
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;
237 if(forcecolor_friend && !forcecolor_enemy)
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
246 if(forcecolor_friend == 1024 + 17 * tm.team)
247 forcecolor_friend = 0;
250 if(cm == 1024 + 17 * myteam)
252 if(forcecolor_friend)
253 self.colormap = forcecolor_friend;
258 self.colormap = forcecolor_enemy;
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;
270 // FEATURE: fallback frames
271 .float csqcmodel_saveframe;
272 .float csqcmodel_saveframe2;
273 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
274 .float csqcmodel_saveframe3;
275 .float csqcmodel_saveframe4;
277 .float csqcmodel_framecount;
279 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
280 void CSQCPlayer_FallbackFrame_PreUpdate(void)
282 self.frame = self.csqcmodel_saveframe;
283 self.frame2 = self.csqcmodel_saveframe2;
284 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
285 self.frame3 = self.csqcmodel_saveframe3;
286 self.frame4 = self.csqcmodel_saveframe4;
289 void CSQCPlayer_FallbackFrame_PostUpdate(float isnew)
291 self.csqcmodel_saveframe = self.frame;
292 self.csqcmodel_saveframe2 = self.frame2;
293 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
294 self.csqcmodel_saveframe3 = self.frame3;
295 self.csqcmodel_saveframe4 = self.frame4;
298 // hack for death animations: set their frametime to zero in case a
302 #define FIX_FRAMETIME(f,ft) \
303 if(IS_DEAD_FRAME(self.f) && self.ft != 0 && self.death_time != 0) \
305 self.ft = self.death_time; \
307 FIX_FRAMETIME(frame, frame1time)
308 FIX_FRAMETIME(frame2, frame2time)
309 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
310 FIX_FRAMETIME(frame3, frame3time)
311 FIX_FRAMETIME(frame4, frame4time)
314 self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame);
316 void CSQCPlayer_AnimDecide_PostUpdate(float isnew)
318 self.csqcmodel_isdead = !!(self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
320 float CSQCPlayer_FallbackFrame(float f)
322 if(frameduration(self.modelindex, f) > 0)
323 return f; // goooooood
324 if(frameduration(self.modelindex, 1) <= 0)
325 return f; // this is a static model. We can't fix it if we wanted to
328 case 23: return 11; // anim_melee -> anim_shoot
329 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
330 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
331 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
332 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
333 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
334 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
335 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
337 print(sprintf("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model));
340 void CSQCPlayer_FallbackFrame_Apply(void)
342 self.frame = CSQCPlayer_FallbackFrame(self.frame);
343 self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
344 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
345 self.frame3 = CSQCPlayer_FallbackFrame(self.frame3);
346 self.frame4 = CSQCPlayer_FallbackFrame(self.frame4);
350 // FEATURE: auto tag_index
352 .float tag_entity_lastmodelindex;
354 void CSQCModel_AutoTagIndex_Apply(void)
356 if(self.tag_entity && wasfreed(self.tag_entity))
357 self.tag_entity = world;
359 if(self.tag_networkentity)
363 if(self.tag_entity.entnum != self.tag_networkentity)
365 self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
369 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
370 if(self.tag_entity.classname == "csqcmodel")
372 entity oldself = self;
373 self = self.tag_entity;
374 CSQCModel_Hook_PreDraw((self.entnum >= 1 && self.entnum <= maxclients));
378 if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
380 self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
387 // the best part is: IT EXISTS
388 if(substring(self.model, 0, 17) == "models/weapons/v_")
390 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_")
392 self.tag_index = gettagindex(self.tag_entity, "weapon");
394 self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
397 // we need to prevent this from 'appening
398 self.tag_entity = world;
400 dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n");
403 else if(self.tag_entity.isplayermodel)
405 skeleton_loadinfo(self.tag_entity);
406 self.tag_index = self.tag_entity.bone_weapon;
410 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_")
412 self.tag_index = gettagindex(self.tag_entity, "shot");
414 self.tag_index = gettagindex(self.tag_entity, "tag_shot");
419 // damn, see you next frame
426 // FEATURE: EF_NODRAW workalike
427 float EF_BRIGHTFIELD = 1;
428 float EF_BRIGHTLIGHT = 4;
429 float EF_DIMLIGHT = 8;
430 float EF_DOUBLESIDED = 32768;
431 float EF_NOSELFSHADOW = 65536;
432 float EF_DYNAMICMODELLIGHT = 131072;
433 float EF_RESTARTANIM_BIT = 1048576;
434 float EF_TELEPORT_BIT = 2097152;
435 float MF_ROCKET = 1; // leave a trail
436 float MF_GRENADE = 2; // leave a trail
437 float MF_GIB = 4; // leave a trail
438 float MF_ROTATE = 8; // rotate (bonus items)
439 float MF_TRACER = 16; // green split trail
440 float MF_ZOMGIB = 32; // small blood trail
441 float MF_TRACER2 = 64; // orange split trail
442 float MF_TRACER3 = 128; // purple trail
443 .float csqcmodel_effects;
444 .float csqcmodel_modelflags;
445 void CSQCModel_Effects_PreUpdate(void)
447 self.effects = self.csqcmodel_effects;
448 self.modelflags = self.csqcmodel_modelflags;
450 void CSQCModel_Effects_PostUpdate(void)
452 self.csqcmodel_effects = self.effects;
453 self.csqcmodel_modelflags = self.modelflags;
456 if(self.csqcmodel_teleported)
457 Projectile_ResetTrail(self.origin);
460 void CSQCModel_Effects_Apply(void)
462 float eff = self.csqcmodel_effects;
463 eff &~= CSQCMODEL_EF_RESPAWNGHOST;
465 self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
467 self.traileffect = 0;
469 if(eff & EF_BRIGHTFIELD)
470 self.traileffect = particleeffectnum("TR_NEXUIZPLASMA");
471 // ignoring EF_MUZZLEFLASH
472 if(eff & EF_BRIGHTLIGHT)
473 adddynamiclight(self.origin, 400, '3 3 3');
474 if(eff & EF_DIMLIGHT)
475 adddynamiclight(self.origin, 200, '1.5 1.5 1.5');
476 if((eff & EF_NODRAW) || (self.alpha < 0))
478 if(eff & EF_ADDITIVE)
479 self.renderflags |= RF_ADDITIVE;
481 adddynamiclight(self.origin, 200, '0.15 0.15 1.5');
483 adddynamiclight(self.origin, 200, '1.5 0.15 0.15');
484 // ignoring EF_NOGUNBOB
485 if(eff & EF_FULLBRIGHT)
486 self.renderflags |= RF_FULLBRIGHT;
488 pointparticles(particleeffectnum("EF_FLAME"), self.origin, '0 0 0', bound(0, frametime, 0.1));
489 if(eff & EF_STARDUST)
490 pointparticles(particleeffectnum("EF_STARDUST"), self.origin, '0 0 0', bound(0, frametime, 0.1));
491 if(eff & EF_NOSHADOW)
492 self.renderflags |= RF_NOSHADOW;
493 if(eff & EF_NODEPTHTEST)
494 self.renderflags |= RF_DEPTHHACK;
495 // ignoring EF_SELECTABLE
496 if(eff & EF_DOUBLESIDED)
497 self.effects |= EF_DOUBLESIDED;
498 if(eff & EF_NOSELFSHADOW)
499 self.effects |= EF_NOSELFSHADOW;
500 if(eff & EF_DYNAMICMODELLIGHT)
501 self.renderflags |= RF_DYNAMICMODELLIGHT;
502 // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
503 if(self.csqcmodel_modelflags & MF_ROCKET)
504 self.traileffect = particleeffectnum("TR_ROCKET");
505 if(self.csqcmodel_modelflags & MF_GRENADE)
506 self.traileffect = particleeffectnum("TR_GRENADE");
507 if(self.csqcmodel_modelflags & MF_GIB)
508 self.traileffect = particleeffectnum("TR_BLOOD");
509 if(self.csqcmodel_modelflags & MF_ROTATE)
511 self.renderflags |= RF_USEAXIS;
512 makevectors(self.angles + '0 100 0' * fmod(time, 3.6));
514 if(self.csqcmodel_modelflags & MF_TRACER)
515 self.traileffect = particleeffectnum("TR_WIZSPIKE");
516 if(self.csqcmodel_modelflags & MF_ZOMGIB)
517 self.traileffect = particleeffectnum("TR_SLIGHTBLOOD");
518 if(self.csqcmodel_modelflags & MF_TRACER2)
519 self.traileffect = particleeffectnum("TR_KNIGHTSPIKE");
520 if(self.csqcmodel_modelflags & MF_TRACER3)
521 self.traileffect = particleeffectnum("TR_VORESPIKE");
524 Projectile_DrawTrail(self.origin);
526 Projectile_ResetTrail(self.origin);
528 if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
529 self.renderflags |= RF_ADDITIVE;
530 // also special in CSQCPlayer_GlowMod_Apply
532 if(self.csqcmodel_modelflags & MF_ROCKET)
534 if(!self.snd_looping)
536 sound(self, CH_TRIGGER_SINGLE, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
537 self.snd_looping = CH_TRIGGER_SINGLE;
544 sound(self, self.snd_looping, "misc/null.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
545 self.snd_looping = 0;
550 void CSQCPlayer_Precache()
552 precache_sound("misc/jetpack_fly.wav");
555 // FEATURE: auto glowmod
557 void CSQCPlayer_GlowMod_Apply(void)
559 float cm = self.colormap;
561 if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
564 if(self.colormap > 0)
565 self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
567 self.glowmod = '1 1 1';
569 if(autocvar_cl_deathglow > 0)
570 if(self.csqcmodel_isdead)
572 self.glowmod = self.glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
573 // prevent the zero vector
574 self.glowmod_x = max(self.glowmod_x, 0.0001);
575 self.glowmod_y = max(self.glowmod_y, 0.0001);
576 self.glowmod_z = max(self.glowmod_z, 0.0001);
581 .float csqcmodel_predraw_run;
583 .float anim_frame1time;
585 .float anim_frame2time;
586 .float anim_saveframe;
587 .float anim_saveframe1time;
588 .float anim_saveframe2;
589 .float anim_saveframe2time;
590 .float anim_prev_pmove_flags;
591 void CSQCModel_Hook_PreDraw(float isplayer)
593 if(self.csqcmodel_predraw_run == framecount)
595 self.csqcmodel_predraw_run = framecount;
597 if(!self.modelindex || self.model == "null")
603 self.drawmask = MASK_NORMAL;
605 if(self.isplayermodel) // this checks if it's a player MODEL!
607 CSQCPlayer_ForceModel_Apply(self.entnum == player_localnum + 1);
608 CSQCPlayer_GlowMod_Apply();
609 CSQCPlayer_LOD_Apply();
611 CSQCPlayer_FallbackFrame_Apply();
614 // we know that frame3 and frame4 fields, used by InterpolateAnimation, are left alone - but that is all we know!
615 skeleton_loadinfo(self);
616 float doblend = (self.bone_upperbody >= 0);
618 if(self == csqcplayer)
620 if(self.pmove_flags & PMF_ONGROUND)
622 self.anim_prev_pmove_flags = self.pmove_flags;
623 if(self.pmove_flags & PMF_DUCKED)
624 animdecide_setstate(self, self.anim_state | ANIMSTATE_DUCK, FALSE);
625 else if(self.anim_state & ANIMSTATE_DUCK)
626 animdecide_setstate(self, self.anim_state - ANIMSTATE_DUCK, FALSE);
630 tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
631 if(trace_startsolid || trace_fraction < 1)
634 animdecide_init(self);
635 animdecide_setimplicitstate(self, onground);
636 animdecide_setframes(self, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time);
638 if(self.anim_saveframe != self.anim_frame || self.anim_saveframe1time != self.anim_frame1time)
639 sf |= CSQCMODEL_PROPERTY_FRAME;
640 if(self.anim_saveframe2 != self.anim_frame2 || self.anim_saveframe2time != self.anim_frame2time)
641 sf |= CSQCMODEL_PROPERTY_FRAME2;
642 self.anim_saveframe = self.anim_frame;
643 self.anim_saveframe1time = self.anim_frame1time;
644 self.anim_saveframe2 = self.anim_frame2;
645 self.anim_saveframe2time = self.anim_frame2time;
648 CSQCModel_InterpolateAnimation_2To4_PreNote(sf | CSQCMODEL_PROPERTY_LERPFRAC);
649 self.lerpfrac = (doblend ? 0.5 : 0);
650 self.frame = self.anim_frame;
651 self.frame1time = self.anim_frame1time;
652 self.frame2 = self.anim_frame2;
653 self.frame2time = self.anim_frame2time;
654 CSQCModel_InterpolateAnimation_2To4_Note(sf | CSQCMODEL_PROPERTY_LERPFRAC, FALSE);
656 CSQCModel_InterpolateAnimation_2To4_Do();
659 skeleton_from_frames(self, self.csqcmodel_isdead);
663 free_skeleton_from_frames(self);
664 // just in case, clear these (we're animating in frame and frame3)
671 CSQCModel_AutoTagIndex_Apply();
673 CSQCModel_Effects_Apply();
676 void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
678 // interpolate v_angle
679 self.iflags |= IFLAG_V_ANGLE_X;
680 // revert to values from server
681 CSQCModel_Effects_PreUpdate();
682 if(self.isplayermodel)
685 CSQCPlayer_FallbackFrame_PreUpdate();
686 CSQCPlayer_ForceModel_PreUpdate();
690 void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer)
692 // is it a player model? (shared state)
693 self.isplayermodel = (substring(self.model, 0, 14) == "models/player/" || substring(self.model, 0, 17) == "models/ok_player/");
695 // save values set by server
696 if(self.isplayermodel)
698 CSQCPlayer_ForceModel_PostUpdate();
700 CSQCPlayer_AnimDecide_PostUpdate(isnew);
702 CSQCPlayer_FallbackFrame_PostUpdate(isnew);
704 CSQCModel_Effects_PostUpdate();