1 void CSQCModel_Hook_PreDraw(bool 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 bool forceplayermodels_modelisgoodmodel;
75 int forceplayermodels_modelindex;
76 int forceplayermodels_skin;
78 string forceplayermodels_mymodel;
79 bool forceplayermodels_myisgoodmodel;
80 int forceplayermodels_mymodelindex;
82 bool forceplayermodels_attempted;
84 .string forceplayermodels_savemodel;
85 .int forceplayermodels_savemodelindex;
86 .int forceplayermodels_saveskin;
87 .int forceplayermodels_savecolormap;
89 .string forceplayermodels_isgoodmodel_mdl;
90 .bool forceplayermodels_isgoodmodel;
92 string forceplayermodels_goodmodel;
93 int 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 printf("Warning: missing model %s has been used\n", self.forceplayermodels_savemodel);
120 void CSQCPlayer_ModelAppearance_Apply(bool islocalplayer)
123 // which one is ALWAYS good?
124 if (!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(cm - 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 int forcecolor_friend = 0;
220 int forcecolor_enemy = 0;
223 if(autocvar_cl_forcemyplayercolors)
224 forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
225 if(autocvar_cl_forceplayercolors && team_count == 2)
226 forcecolor_enemy = 1024 + autocvar__cl_color;
228 if(forcecolor_enemy && !forcecolor_friend)
230 // only enemy color is forced?
231 // verify it is not equal to the friend color
232 if(forcecolor_enemy == 1024 + 17 * myteam)
233 forcecolor_enemy = 0;
236 if(forcecolor_friend && !forcecolor_enemy)
238 // only friend color is forced?
239 // verify it is not equal to the enemy color
240 for(tm = teams.sort_next; tm; tm = tm.sort_next)
241 // note: we even compare against our own team.
242 // if we rejected because we matched our OWN team color,
243 // this is not bad; we then simply keep our color as is
245 if(forcecolor_friend == 1024 + 17 * tm.team)
246 forcecolor_friend = 0;
249 if(cm == 1024 + 17 * myteam)
251 if(forcecolor_friend)
252 self.colormap = forcecolor_friend;
257 self.colormap = forcecolor_enemy;
262 if(autocvar_cl_forcemyplayercolors && islocalplayer)
263 self.colormap = 1024 + autocvar_cl_forcemyplayercolors;
264 else if(autocvar_cl_forceplayercolors)
265 self.colormap = player_localnum + 1;
268 // GLOWMOD AND DEATH FADING
269 if(self.colormap > 0)
270 self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, true) * 2;
272 self.glowmod = '1 1 1';
274 if(autocvar_cl_deathglow > 0)
276 if(self.csqcmodel_isdead)
278 // Fade out to black now...
279 if(self.old_glowmod == '0 0 0') { self.old_glowmod = self.glowmod; }
282 self.glowmod = self.old_glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
283 self.glowmod_x = max(self.glowmod.x, 0.0001);
284 self.glowmod_y = max(self.glowmod.y, 0.0001);
285 self.glowmod_z = max(self.glowmod.z, 0.0001);
287 else if(self.old_glowmod != '0 0 0') { self.old_glowmod = '0 0 0'; }
290 //printf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (self.csqcmodel_isdead ? "DEAD" : "ALIVE"), self.colormap, vtos(self.glowmod));
293 // FEATURE: fallback frames
294 .int csqcmodel_saveframe;
295 .int csqcmodel_saveframe2;
296 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
297 .int csqcmodel_saveframe3;
298 .int csqcmodel_saveframe4;
300 .int csqcmodel_framecount;
302 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
303 void CSQCPlayer_FallbackFrame_PreUpdate(void)
305 self.frame = self.csqcmodel_saveframe;
306 self.frame2 = self.csqcmodel_saveframe2;
307 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
308 self.frame3 = self.csqcmodel_saveframe3;
309 self.frame4 = self.csqcmodel_saveframe4;
312 void CSQCPlayer_FallbackFrame_PostUpdate(bool isnew)
314 self.csqcmodel_saveframe = self.frame;
315 self.csqcmodel_saveframe2 = self.frame2;
316 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
317 self.csqcmodel_saveframe3 = self.frame3;
318 self.csqcmodel_saveframe4 = self.frame4;
321 // hack for death animations: set their frametime to zero in case a
325 #define FIX_FRAMETIME(f,ft) \
326 if(IS_DEAD_FRAME(self.f) && self.ft != 0 && self.death_time != 0) \
328 self.ft = self.death_time; \
330 FIX_FRAMETIME(frame, frame1time)
331 FIX_FRAMETIME(frame2, frame2time)
332 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
333 FIX_FRAMETIME(frame3, frame3time)
334 FIX_FRAMETIME(frame4, frame4time)
337 self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame);
339 void CSQCPlayer_AnimDecide_PostUpdate(bool isnew)
341 self.csqcmodel_isdead = !!(self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
343 int CSQCPlayer_FallbackFrame(int f)
345 if(frameduration(self.modelindex, f) > 0)
346 return f; // goooooood
347 if(frameduration(self.modelindex, 1) <= 0)
348 return f; // this is a static model. We can't fix it if we wanted to
351 case 23: return 11; // anim_melee -> anim_shoot
352 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
353 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
354 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
355 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
356 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
357 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
358 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
360 printf("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model);
363 void CSQCPlayer_FallbackFrame_Apply(void)
365 self.frame = CSQCPlayer_FallbackFrame(self.frame);
366 self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
367 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
368 self.frame3 = CSQCPlayer_FallbackFrame(self.frame3);
369 self.frame4 = CSQCPlayer_FallbackFrame(self.frame4);
373 // FEATURE: auto tag_index
375 .int tag_entity_lastmodelindex;
377 void CSQCModel_AutoTagIndex_Apply(void)
379 if(self.tag_entity && wasfreed(self.tag_entity))
380 self.tag_entity = world;
382 if(self.tag_networkentity)
386 if(self.tag_entity.entnum != self.tag_networkentity)
388 self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
392 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
393 if(self.tag_entity.classname == "csqcmodel")
395 entity oldself = self;
396 self = self.tag_entity;
397 CSQCModel_Hook_PreDraw((self.entnum >= 1 && self.entnum <= maxclients));
401 if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
403 self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
410 // the best part is: IT EXISTS
411 if(substring(self.model, 0, 17) == "models/weapons/v_")
413 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_")
415 self.tag_index = gettagindex(self.tag_entity, "weapon");
417 self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
420 // we need to prevent this from 'appening
421 self.tag_entity = world;
423 dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n");
426 else if(self.tag_entity.isplayermodel)
428 skeleton_loadinfo(self.tag_entity);
429 self.tag_index = self.tag_entity.bone_weapon;
433 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_")
435 self.tag_index = gettagindex(self.tag_entity, "shot");
437 self.tag_index = gettagindex(self.tag_entity, "tag_shot");
442 // damn, see you next frame
449 // FEATURE: EF_NODRAW workalike
450 const int EF_BRIGHTFIELD = 1;
451 const int EF_BRIGHTLIGHT = 4;
452 const int EF_DIMLIGHT = 8;
453 const int EF_DOUBLESIDED = 32768;
454 const int EF_NOSELFSHADOW = 65536;
455 const int EF_DYNAMICMODELLIGHT = 131072;
456 const int EF_RESTARTANIM_BIT = 1048576;
457 const int EF_TELEPORT_BIT = 2097152;
458 const int MF_ROCKET = 1; // leave a trail
459 const int MF_GRENADE = 2; // leave a trail
460 const int MF_GIB = 4; // leave a trail
461 const int MF_ROTATE = 8; // rotate (bonus items)
462 const int MF_TRACER = 16; // green split trail
463 const int MF_ZOMGIB = 32; // small blood trail
464 const int MF_TRACER2 = 64; // orange split trail
465 const int MF_TRACER3 = 128; // purple trail
466 .int csqcmodel_effects;
467 .int csqcmodel_modelflags;
468 void CSQCModel_Effects_PreUpdate(void)
470 self.effects = self.csqcmodel_effects;
471 self.modelflags = self.csqcmodel_modelflags;
473 void Reset_ArcBeam(void);
474 void CSQCModel_Effects_PostUpdate(void)
476 if (self == csqcplayer) {
477 if (self.csqcmodel_teleported) {
481 self.csqcmodel_effects = self.effects;
482 self.csqcmodel_modelflags = self.modelflags;
485 if(self.csqcmodel_teleported)
486 Projectile_ResetTrail(self.origin);
489 void CSQCModel_Effects_Apply(void)
491 int eff = self.csqcmodel_effects & ~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;
516 pointparticles(particleeffectnum("EF_FLAME"), self.origin, '0 0 0', bound(0, frametime, 0.1));
517 if(eff & EF_STARDUST)
518 pointparticles(particleeffectnum("EF_STARDUST"), self.origin, '0 0 0', bound(0, frametime, 0.1));
519 if(eff & EF_NOSHADOW)
520 self.renderflags |= RF_NOSHADOW;
521 if(eff & EF_NODEPTHTEST)
522 self.renderflags |= RF_DEPTHHACK;
523 // ignoring EF_SELECTABLE
524 if(eff & EF_DOUBLESIDED)
525 self.effects |= EF_DOUBLESIDED;
526 if(eff & EF_NOSELFSHADOW)
527 self.effects |= EF_NOSELFSHADOW;
528 if(eff & EF_DYNAMICMODELLIGHT)
529 self.renderflags |= RF_DYNAMICMODELLIGHT;
530 // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
531 if(self.csqcmodel_modelflags & MF_ROCKET)
532 self.traileffect = particleeffectnum("TR_ROCKET");
533 if(self.csqcmodel_modelflags & MF_GRENADE)
534 self.traileffect = particleeffectnum("TR_GRENADE");
535 if(self.csqcmodel_modelflags & MF_GIB)
536 self.traileffect = particleeffectnum("TR_BLOOD");
537 if(self.csqcmodel_modelflags & MF_ROTATE)
539 self.renderflags |= RF_USEAXIS;
540 makevectors(self.angles + '0 100 0' * fmod(time, 3.6));
542 if(self.csqcmodel_modelflags & MF_TRACER)
543 self.traileffect = particleeffectnum("TR_WIZSPIKE");
544 if(self.csqcmodel_modelflags & MF_ZOMGIB)
545 self.traileffect = particleeffectnum("TR_SLIGHTBLOOD");
546 if(self.csqcmodel_modelflags & MF_TRACER2)
547 self.traileffect = particleeffectnum("TR_KNIGHTSPIKE");
548 if(self.csqcmodel_modelflags & MF_TRACER3)
549 self.traileffect = particleeffectnum("TR_VORESPIKE");
552 Projectile_DrawTrail(self.origin);
554 Projectile_ResetTrail(self.origin);
556 if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
557 self.renderflags |= RF_ADDITIVE;
558 // also special in CSQCPlayer_GlowMod_Apply
560 if(self.csqcmodel_modelflags & MF_ROCKET)
562 if(!self.snd_looping)
564 sound(self, CH_TRIGGER_SINGLE, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
565 self.snd_looping = CH_TRIGGER_SINGLE;
572 sound(self, self.snd_looping, "misc/null.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
573 self.snd_looping = 0;
578 void CSQCPlayer_Precache()
580 precache_sound("misc/jetpack_fly.wav");
584 .int csqcmodel_predraw_run;
586 .int anim_frame1time;
588 .int anim_frame2time;
590 .int anim_saveframe1time;
591 .int anim_saveframe2;
592 .int anim_saveframe2time;
593 .int anim_prev_pmove_flags;
594 void CSQCModel_Hook_PreDraw(bool isplayer)
596 if(self.csqcmodel_predraw_run == framecount)
598 self.csqcmodel_predraw_run = framecount;
600 if(!self.modelindex || self.model == "null")
606 self.drawmask = MASK_NORMAL;
608 if(self.isplayermodel) // this checks if it's a player MODEL!
610 CSQCPlayer_ModelAppearance_Apply(self.entnum == player_localnum + 1);
611 CSQCPlayer_LOD_Apply();
614 skeleton_loadinfo(self);
615 bool doblend = (self.bone_upperbody >= 0);
616 CSQCPlayer_FallbackFrame_Apply();
619 skeleton_from_frames(self, self.csqcmodel_isdead);
623 free_skeleton_from_frames(self);
624 // just in case, clear these (we're animating in frame and frame3)
631 // we know that frame3 and frame4 fields, used by InterpolateAnimation, are left alone - but that is all we know!
632 skeleton_loadinfo(self);
633 bool doblend = (self.bone_upperbody >= 0);
635 if(self == csqcplayer)
637 if(self.pmove_flags & PMF_ONGROUND)
639 self.anim_prev_pmove_flags = self.pmove_flags;
640 if(self.pmove_flags & PMF_DUCKED)
641 animdecide_setstate(self, self.anim_state | ANIMSTATE_DUCK, false);
642 else if(self.anim_state & ANIMSTATE_DUCK)
643 animdecide_setstate(self, self.anim_state - ANIMSTATE_DUCK, false);
647 tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
648 if(trace_startsolid || trace_fraction < 1)
651 animdecide_load_if_needed(self);
652 animdecide_setimplicitstate(self, onground);
653 animdecide_setframes(self, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time);
655 if(self.anim_saveframe != self.anim_frame || self.anim_saveframe1time != self.anim_frame1time)
656 sf |= CSQCMODEL_PROPERTY_FRAME;
657 if(self.anim_saveframe2 != self.anim_frame2 || self.anim_saveframe2time != self.anim_frame2time)
658 sf |= CSQCMODEL_PROPERTY_FRAME2;
659 self.anim_saveframe = self.anim_frame;
660 self.anim_saveframe1time = self.anim_frame1time;
661 self.anim_saveframe2 = self.anim_frame2;
662 self.anim_saveframe2time = self.anim_frame2time;
663 // Note: we always consider lerpfrac "changed", as it uses fixed values every time anyway.
664 // This ensures that .frame etc. are always written.
665 CSQCModel_InterpolateAnimation_2To4_PreNote(sf | CSQCMODEL_PROPERTY_LERPFRAC);
666 self.lerpfrac = (doblend ? 0.5 : 0);
667 self.frame = self.anim_frame;
668 self.frame1time = self.anim_frame1time;
669 self.frame2 = self.anim_frame2;
670 self.frame2time = self.anim_frame2time;
671 CSQCModel_InterpolateAnimation_2To4_Note(sf | CSQCMODEL_PROPERTY_LERPFRAC, false);
672 CSQCModel_InterpolateAnimation_2To4_Do();
675 skeleton_from_frames(self, self.csqcmodel_isdead);
679 free_skeleton_from_frames(self);
680 // just in case, clear these (we're animating in frame and frame3)
687 CSQCModel_AutoTagIndex_Apply();
689 CSQCModel_Effects_Apply();
692 void CSQCModel_Hook_PreUpdate(bool isnew, bool isplayer, bool islocalplayer)
694 // interpolate v_angle
695 self.iflags |= IFLAG_V_ANGLE_X;
696 // revert to values from server
697 CSQCModel_Effects_PreUpdate();
698 if(self.isplayermodel)
701 CSQCPlayer_FallbackFrame_PreUpdate();
702 CSQCPlayer_ModelAppearance_PreUpdate();
706 void CSQCModel_Hook_PostUpdate(bool isnew, bool isplayer, bool islocalplayer)
708 // is it a player model? (shared state)
709 self.isplayermodel = (substring(self.model, 0, 14) == "models/player/" || substring(self.model, 0, 17) == "models/ok_player/");
711 // save values set by server
712 if(self.isplayermodel)
714 CSQCPlayer_ModelAppearance_PostUpdate();
716 CSQCPlayer_AnimDecide_PostUpdate(isnew);
718 CSQCPlayer_FallbackFrame_PostUpdate(isnew);
720 CSQCModel_Effects_PostUpdate();