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 and model color selection (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;
98 void CSQCPlayer_ModelAppearance_PreUpdate(void)
100 self.model = self.forceplayermodels_savemodel;
101 self.modelindex = self.forceplayermodels_savemodelindex;
102 self.skin = self.forceplayermodels_saveskin;
103 self.colormap = self.forceplayermodels_savecolormap;
105 void CSQCPlayer_ModelAppearance_PostUpdate(void)
107 self.forceplayermodels_savemodel = self.model;
108 self.forceplayermodels_savemodelindex = self.modelindex;
109 self.forceplayermodels_saveskin = self.skin;
110 self.forceplayermodels_savecolormap = self.colormap;
112 if(self.forceplayermodels_savemodel != self.forceplayermodels_isgoodmodel_mdl)
114 self.forceplayermodels_isgoodmodel = fexists(self.forceplayermodels_savemodel);
115 self.forceplayermodels_isgoodmodel_mdl = self.forceplayermodels_savemodel;
116 if(!self.forceplayermodels_isgoodmodel)
117 print(sprintf("Warning: missing model %s has been used\n", self.forceplayermodels_savemodel));
120 void CSQCPlayer_ModelAppearance_Apply(float islocalplayer)
123 // which one is ALWAYS good?
124 if not(forceplayermodels_goodmodel)
128 precache_model(cvar_defstring("_cl_playermodel"));
129 setmodel(e, cvar_defstring("_cl_playermodel"));
130 forceplayermodels_goodmodel = e.model;
131 forceplayermodels_goodmodelindex = e.modelindex;
135 // first, try finding it from the server
136 if(self.forceplayermodels_savemodelindex && self.forceplayermodels_savemodel != "null")
140 if(!isdemo()) // this is mainly cheat protection; not needed for demos
142 // trust server's idea of "own player model"
143 forceplayermodels_modelisgoodmodel = self.forceplayermodels_isgoodmodel;
144 forceplayermodels_model = self.forceplayermodels_savemodel;
145 forceplayermodels_modelindex = self.forceplayermodels_savemodelindex;
146 forceplayermodels_skin = self.forceplayermodels_saveskin;
147 forceplayermodels_attempted = 1;
152 // forcemodel finding
153 if(!forceplayermodels_attempted)
155 forceplayermodels_attempted = 1;
157 // only if this failed, find it out on our own
160 setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
161 forceplayermodels_modelisgoodmodel = fexists(e.model);
162 forceplayermodels_model = e.model;
163 forceplayermodels_modelindex = e.modelindex;
164 forceplayermodels_skin = autocvar__cl_playerskin;
168 if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
172 setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below
173 forceplayermodels_myisgoodmodel = fexists(e.model);
174 forceplayermodels_mymodel = e.model;
175 forceplayermodels_mymodelindex = e.modelindex;
182 cm = self.forceplayermodels_savecolormap;
183 cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(self.colormap - 1, "colors")) + 1024);
186 isfriend = (cm == 1024 + 17 * myteam);
188 isfriend = islocalplayer;
190 if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && isfriend)
192 self.model = forceplayermodels_mymodel;
193 self.modelindex = forceplayermodels_mymodelindex;
194 self.skin = autocvar_cl_forcemyplayerskin;
196 else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
198 self.model = forceplayermodels_model;
199 self.modelindex = forceplayermodels_modelindex;
200 self.skin = forceplayermodels_skin;
202 else if(self.forceplayermodels_isgoodmodel)
204 self.model = self.forceplayermodels_savemodel;
205 self.modelindex = self.forceplayermodels_savemodelindex;
206 self.skin = self.forceplayermodels_saveskin;
210 self.model = forceplayermodels_goodmodel;
211 self.modelindex = forceplayermodels_goodmodelindex;
212 self.skin = self.forceplayermodels_saveskin;
215 // forceplayercolors too
218 // own team's color is never forced
219 float forcecolor_friend = 0;
220 float forcecolor_enemy = 0;
221 float teams_count = 0;
224 for(tm = teams.sort_next; tm; tm = tm.sort_next)
225 if(tm.team != NUM_SPECTATOR)
228 if(autocvar_cl_forcemyplayercolors)
229 forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
230 if(autocvar_cl_forceplayercolors && teams_count == 2)
231 forcecolor_enemy = 1024 + autocvar__cl_color;
233 if(forcecolor_enemy && !forcecolor_friend)
235 // only enemy color is forced?
236 // verify it is not equal to the friend color
237 if(forcecolor_enemy == 1024 + 17 * myteam)
238 forcecolor_enemy = 0;
241 if(forcecolor_friend && !forcecolor_enemy)
243 // only friend color is forced?
244 // verify it is not equal to the enemy color
245 for(tm = teams.sort_next; tm; tm = tm.sort_next)
246 // note: we even compare against our own team.
247 // if we rejected because we matched our OWN team color,
248 // this is not bad; we then simply keep our color as is
250 if(forcecolor_friend == 1024 + 17 * tm.team)
251 forcecolor_friend = 0;
254 if(cm == 1024 + 17 * myteam)
256 if(forcecolor_friend)
257 self.colormap = forcecolor_friend;
262 self.colormap = forcecolor_enemy;
267 if(autocvar_cl_forcemyplayercolors && islocalplayer)
268 self.colormap = 1024 + autocvar_cl_forcemyplayercolors;
269 else if(autocvar_cl_forceplayercolors)
270 self.colormap = player_localnum + 1;
273 // GLOWMOD AND DEATH FADING
274 if(self.colormap > 0)
275 self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
277 self.glowmod = '1 1 1';
279 if(autocvar_cl_deathglow > 0)
281 if(self.csqcmodel_isdead)
283 // Fade out to black now...
284 if(self.old_glowmod == '0 0 0') { self.old_glowmod = self.glowmod; }
287 self.glowmod = self.old_glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
288 self.glowmod_x = max(self.glowmod_x, 0.0001);
289 self.glowmod_y = max(self.glowmod_y, 0.0001);
290 self.glowmod_z = max(self.glowmod_z, 0.0001);
292 else if(self.old_glowmod != '0 0 0') { self.old_glowmod = '0 0 0'; }
295 //print(sprintf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (self.csqcmodel_isdead ? "DEAD" : "ALIVE"), self.colormap, vtos(self.glowmod)));
298 // FEATURE: fallback frames
299 .float csqcmodel_saveframe;
300 .float csqcmodel_saveframe2;
301 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
302 .float csqcmodel_saveframe3;
303 .float csqcmodel_saveframe4;
305 .float csqcmodel_framecount;
307 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
308 void CSQCPlayer_FallbackFrame_PreUpdate(void)
310 self.frame = self.csqcmodel_saveframe;
311 self.frame2 = self.csqcmodel_saveframe2;
312 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
313 self.frame3 = self.csqcmodel_saveframe3;
314 self.frame4 = self.csqcmodel_saveframe4;
317 void CSQCPlayer_FallbackFrame_PostUpdate(float isnew)
319 self.csqcmodel_saveframe = self.frame;
320 self.csqcmodel_saveframe2 = self.frame2;
321 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
322 self.csqcmodel_saveframe3 = self.frame3;
323 self.csqcmodel_saveframe4 = self.frame4;
326 // hack for death animations: set their frametime to zero in case a
330 #define FIX_FRAMETIME(f,ft) \
331 if(IS_DEAD_FRAME(self.f) && self.ft != 0 && self.death_time != 0) \
333 self.ft = self.death_time; \
335 FIX_FRAMETIME(frame, frame1time)
336 FIX_FRAMETIME(frame2, frame2time)
337 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
338 FIX_FRAMETIME(frame3, frame3time)
339 FIX_FRAMETIME(frame4, frame4time)
342 self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame);
344 void CSQCPlayer_AnimDecide_PostUpdate(float isnew)
346 self.csqcmodel_isdead = !!(self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
348 float CSQCPlayer_FallbackFrame(float f)
350 if(frameduration(self.modelindex, f) > 0)
351 return f; // goooooood
352 if(frameduration(self.modelindex, 1) <= 0)
353 return f; // this is a static model. We can't fix it if we wanted to
356 case 23: return 11; // anim_melee -> anim_shoot
357 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
358 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
359 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
360 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
361 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
362 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
363 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
365 print(sprintf("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model));
368 void CSQCPlayer_FallbackFrame_Apply(void)
370 self.frame = CSQCPlayer_FallbackFrame(self.frame);
371 self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
372 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
373 self.frame3 = CSQCPlayer_FallbackFrame(self.frame3);
374 self.frame4 = CSQCPlayer_FallbackFrame(self.frame4);
378 // FEATURE: auto tag_index
380 .float tag_entity_lastmodelindex;
382 void CSQCModel_AutoTagIndex_Apply(void)
384 if(self.tag_entity && wasfreed(self.tag_entity))
385 self.tag_entity = world;
387 if(self.tag_networkentity)
391 if(self.tag_entity.entnum != self.tag_networkentity)
393 self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
397 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
398 if(self.tag_entity.classname == "csqcmodel")
400 entity oldself = self;
401 self = self.tag_entity;
402 CSQCModel_Hook_PreDraw((self.entnum >= 1 && self.entnum <= maxclients));
406 if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
408 self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
415 // the best part is: IT EXISTS
416 if(substring(self.model, 0, 17) == "models/weapons/v_")
418 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_")
420 self.tag_index = gettagindex(self.tag_entity, "weapon");
422 self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
425 // we need to prevent this from 'appening
426 self.tag_entity = world;
428 dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n");
431 else if(self.tag_entity.isplayermodel)
433 skeleton_loadinfo(self.tag_entity);
434 self.tag_index = self.tag_entity.bone_weapon;
438 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_")
440 self.tag_index = gettagindex(self.tag_entity, "shot");
442 self.tag_index = gettagindex(self.tag_entity, "tag_shot");
447 // damn, see you next frame
454 // FEATURE: EF_NODRAW workalike
455 float EF_BRIGHTFIELD = 1;
456 float EF_BRIGHTLIGHT = 4;
457 float EF_DIMLIGHT = 8;
458 float EF_DOUBLESIDED = 32768;
459 float EF_NOSELFSHADOW = 65536;
460 float EF_DYNAMICMODELLIGHT = 131072;
461 float EF_RESTARTANIM_BIT = 1048576;
462 float EF_TELEPORT_BIT = 2097152;
463 float MF_ROCKET = 1; // leave a trail
464 float MF_GRENADE = 2; // leave a trail
465 float MF_GIB = 4; // leave a trail
466 float MF_ROTATE = 8; // rotate (bonus items)
467 float MF_TRACER = 16; // green split trail
468 float MF_ZOMGIB = 32; // small blood trail
469 float MF_TRACER2 = 64; // orange split trail
470 float MF_TRACER3 = 128; // purple trail
471 .float csqcmodel_effects;
472 .float csqcmodel_modelflags;
473 void CSQCModel_Effects_PreUpdate(void)
475 self.effects = self.csqcmodel_effects;
476 self.modelflags = self.csqcmodel_modelflags;
478 void CSQCModel_Effects_PostUpdate(void)
480 self.csqcmodel_effects = self.effects;
481 self.csqcmodel_modelflags = self.modelflags;
484 if(self.csqcmodel_teleported)
485 Projectile_ResetTrail(self.origin);
488 void CSQCModel_Effects_Apply(void)
490 float eff = self.csqcmodel_effects;
491 eff &~= CSQCMODEL_EF_RESPAWNGHOST;
493 self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
495 self.traileffect = 0;
497 if(eff & EF_BRIGHTFIELD)
498 self.traileffect = particleeffectnum("TR_NEXUIZPLASMA");
499 // ignoring EF_MUZZLEFLASH
500 if(eff & EF_BRIGHTLIGHT)
501 adddynamiclight(self.origin, 400, '3 3 3');
502 if(eff & EF_DIMLIGHT)
503 adddynamiclight(self.origin, 200, '1.5 1.5 1.5');
504 if((eff & EF_NODRAW) || (self.alpha < 0))
506 if(eff & EF_ADDITIVE)
507 self.renderflags |= RF_ADDITIVE;
509 adddynamiclight(self.origin, 200, '0.15 0.15 1.5');
511 adddynamiclight(self.origin, 200, '1.5 0.15 0.15');
512 // ignoring EF_NOGUNBOB
513 if(eff & EF_FULLBRIGHT)
514 self.renderflags |= RF_FULLBRIGHT;
517 if(getstati(STAT_POISONED))
518 pointparticles(particleeffectnum("EF_POISON"), self.origin, '0 0 0', bound(0, frametime, 0.1));
520 pointparticles(particleeffectnum("EF_FLAME"), self.origin, '0 0 0', bound(0, frametime, 0.1));
522 if(eff & EF_STARDUST)
523 pointparticles(particleeffectnum("EF_STARDUST"), self.origin, '0 0 0', bound(0, frametime, 0.1));
524 if(eff & EF_NOSHADOW)
525 self.renderflags |= RF_NOSHADOW;
526 if(eff & EF_NODEPTHTEST)
527 self.renderflags |= RF_DEPTHHACK;
528 // ignoring EF_SELECTABLE
529 if(eff & EF_DOUBLESIDED)
530 self.effects |= EF_DOUBLESIDED;
531 if(eff & EF_NOSELFSHADOW)
532 self.effects |= EF_NOSELFSHADOW;
533 if(eff & EF_DYNAMICMODELLIGHT)
534 self.renderflags |= RF_DYNAMICMODELLIGHT;
535 // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
536 if(self.csqcmodel_modelflags & MF_ROCKET)
537 self.traileffect = particleeffectnum("TR_ROCKET");
538 if(self.csqcmodel_modelflags & MF_GRENADE)
539 self.traileffect = particleeffectnum("TR_GRENADE");
540 if(self.csqcmodel_modelflags & MF_GIB)
541 self.traileffect = particleeffectnum("TR_BLOOD");
542 if(self.csqcmodel_modelflags & MF_ROTATE)
544 self.renderflags |= RF_USEAXIS;
545 makevectors(self.angles + '0 100 0' * fmod(time, 3.6));
547 if(self.csqcmodel_modelflags & MF_TRACER)
548 self.traileffect = particleeffectnum("TR_WIZSPIKE");
549 if(self.csqcmodel_modelflags & MF_ZOMGIB)
550 self.traileffect = particleeffectnum("TR_SLIGHTBLOOD");
551 if(self.csqcmodel_modelflags & MF_TRACER2)
552 self.traileffect = particleeffectnum("TR_KNIGHTSPIKE");
553 if(self.csqcmodel_modelflags & MF_TRACER3)
554 self.traileffect = particleeffectnum("TR_VORESPIKE");
557 Projectile_DrawTrail(self.origin);
559 Projectile_ResetTrail(self.origin);
561 if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
562 self.renderflags |= RF_ADDITIVE;
563 // also special in CSQCPlayer_GlowMod_Apply
565 if(self.csqcmodel_modelflags & MF_ROCKET)
567 if(!self.snd_looping)
569 sound(self, CH_TRIGGER_SINGLE, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
570 self.snd_looping = CH_TRIGGER_SINGLE;
577 sound(self, self.snd_looping, "misc/null.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
578 self.snd_looping = 0;
583 void CSQCPlayer_Precache()
585 precache_sound("misc/jetpack_fly.wav");
589 .float csqcmodel_predraw_run;
591 .float anim_frame1time;
593 .float anim_frame2time;
594 .float anim_saveframe;
595 .float anim_saveframe1time;
596 .float anim_saveframe2;
597 .float anim_saveframe2time;
598 .float anim_prev_pmove_flags;
599 void CSQCModel_Hook_PreDraw(float isplayer)
601 if(self.csqcmodel_predraw_run == framecount)
603 self.csqcmodel_predraw_run = framecount;
605 if(!self.modelindex || self.model == "null")
611 self.drawmask = MASK_NORMAL;
613 if(self.isplayermodel) // this checks if it's a player MODEL!
615 CSQCPlayer_ModelAppearance_Apply(self.entnum == player_localnum + 1);
616 CSQCPlayer_LOD_Apply();
618 CSQCPlayer_FallbackFrame_Apply();
621 // we know that frame3 and frame4 fields, used by InterpolateAnimation, are left alone - but that is all we know!
622 skeleton_loadinfo(self);
623 float doblend = (self.bone_upperbody >= 0);
625 if(self == csqcplayer)
627 if(self.pmove_flags & PMF_ONGROUND)
629 self.anim_prev_pmove_flags = self.pmove_flags;
630 if(self.pmove_flags & PMF_DUCKED)
631 animdecide_setstate(self, self.anim_state | ANIMSTATE_DUCK, FALSE);
632 else if(self.anim_state & ANIMSTATE_DUCK)
633 animdecide_setstate(self, self.anim_state - ANIMSTATE_DUCK, FALSE);
637 tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
638 if(trace_startsolid || trace_fraction < 1)
641 animdecide_init(self);
642 animdecide_setimplicitstate(self, onground);
643 animdecide_setframes(self, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time);
645 if(self.anim_saveframe != self.anim_frame || self.anim_saveframe1time != self.anim_frame1time)
646 sf |= CSQCMODEL_PROPERTY_FRAME;
647 if(self.anim_saveframe2 != self.anim_frame2 || self.anim_saveframe2time != self.anim_frame2time)
648 sf |= CSQCMODEL_PROPERTY_FRAME2;
649 self.anim_saveframe = self.anim_frame;
650 self.anim_saveframe1time = self.anim_frame1time;
651 self.anim_saveframe2 = self.anim_frame2;
652 self.anim_saveframe2time = self.anim_frame2time;
655 CSQCModel_InterpolateAnimation_2To4_PreNote(sf | CSQCMODEL_PROPERTY_LERPFRAC);
656 self.lerpfrac = (doblend ? 0.5 : 0);
657 self.frame = self.anim_frame;
658 self.frame1time = self.anim_frame1time;
659 self.frame2 = self.anim_frame2;
660 self.frame2time = self.anim_frame2time;
661 CSQCModel_InterpolateAnimation_2To4_Note(sf | CSQCMODEL_PROPERTY_LERPFRAC, FALSE);
663 CSQCModel_InterpolateAnimation_2To4_Do();
666 skeleton_from_frames(self, self.csqcmodel_isdead);
670 free_skeleton_from_frames(self);
671 // just in case, clear these (we're animating in frame and frame3)
678 CSQCModel_AutoTagIndex_Apply();
680 CSQCModel_Effects_Apply();
683 void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
685 // interpolate v_angle
686 self.iflags |= IFLAG_V_ANGLE_X;
687 // revert to values from server
688 CSQCModel_Effects_PreUpdate();
689 if(self.isplayermodel)
692 CSQCPlayer_FallbackFrame_PreUpdate();
693 CSQCPlayer_ModelAppearance_PreUpdate();
697 void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer)
699 // is it a player model? (shared state)
700 self.isplayermodel = (substring(self.model, 0, 14) == "models/player/" || substring(self.model, 0, 17) == "models/ok_player/");
702 // save values set by server
703 if(self.isplayermodel)
705 CSQCPlayer_ModelAppearance_PostUpdate();
707 CSQCPlayer_AnimDecide_PostUpdate(isnew);
709 CSQCPlayer_FallbackFrame_PostUpdate(isnew);
711 CSQCModel_Effects_PostUpdate();