]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/csqcmodel_hooks.qc
Merge branch 'master' into divVerent/force_colors_teamplay
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / csqcmodel_hooks.qc
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                         // trust server's idea of "own player model"
137                         forceplayermodels_modelisgoodmodel = self.forceplayermodels_isgoodmodel;
138                         forceplayermodels_model = self.forceplayermodels_savemodel;
139                         forceplayermodels_modelindex = self.forceplayermodels_savemodelindex;
140                         forceplayermodels_skin = self.forceplayermodels_saveskin;
141                         forceplayermodels_attempted = 1;
142                 }
143         }
144
145         // forcemodel finding
146         if(!forceplayermodels_attempted)
147         {
148                 forceplayermodels_attempted = 1;
149
150                 // only if this failed, find it out on our own
151                 entity e;
152                 e = spawn();
153                 setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
154                 forceplayermodels_modelisgoodmodel = fexists(e.model);
155                 forceplayermodels_model = e.model;
156                 forceplayermodels_modelindex = e.modelindex;
157                 forceplayermodels_skin = autocvar__cl_playerskin;
158                 remove(e);
159         }
160
161         if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
162         {
163                 entity e;
164                 e = spawn();
165                 setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below
166                 forceplayermodels_myisgoodmodel = fexists(e.model);
167                 forceplayermodels_mymodel = e.model;
168                 forceplayermodels_mymodelindex = e.modelindex;
169                 remove(e);
170         }
171
172         // apply it
173         if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && islocalplayer)
174         {
175                 self.model = forceplayermodels_mymodel;
176                 self.modelindex = forceplayermodels_mymodelindex;
177                 self.skin = autocvar_cl_forcemyplayerskin;
178         }
179         else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
180         {
181                 self.model = forceplayermodels_model;
182                 self.modelindex = forceplayermodels_modelindex;
183                 self.skin = forceplayermodels_skin;
184         }
185         else if(self.forceplayermodels_isgoodmodel)
186         {
187                 self.model = self.forceplayermodels_savemodel;
188                 self.modelindex = self.forceplayermodels_savemodelindex;
189                 self.skin = self.forceplayermodels_saveskin;
190         }
191         else
192         {
193                 self.model = forceplayermodels_goodmodel;
194                 self.modelindex = forceplayermodels_goodmodelindex;
195                 self.skin = self.forceplayermodels_saveskin;
196         }
197
198         // forceplayercolors too
199         if(teamplay)
200         {
201                 // own team's color is never forced
202                 float forcecolor_friend = 0;
203                 float forcecolor_enemy = 0;
204                 float teams_count = 0;
205                 float my_colors = 1024 + autocvar__cl_color;
206                 entity tm;
207
208                 for(tm = teams.sort_next; tm; tm = tm.sort_next)
209                         if(tm.team != COLOR_SPECTATOR)
210                                 ++teams_count;
211
212                 if(autocvar_cl_forcemyplayercolors)
213                         forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
214                 if(autocvar_cl_forceplayercolors && teams_count == 2)
215                         forcecolor_enemy = 1024 + my_colors;
216
217                 if(forcecolor_enemy && !forcecolor_friend)
218                 {
219                         // only enemy color is forced?
220                         // verify it is not equal to the friend color
221                         if(forcecolor_enemy == 1024 + 17 * myteam)
222                                 forcecolor_enemy = 0;
223                 }
224
225                 if(forcecolor_friend && !forcecolor_enemy)
226                 {
227                         // only friend color is forced?
228                         // verify it is not equal to the enemy color
229                         for(tm = teams.sort_next; tm; tm = tm.sort_next)
230                                 // note: we even compare against our own team.
231                                 // if we rejected because we matched our OWN team color,
232                                 // this is not bad; we then simply keep our color as is
233                                 // anyway.
234                                 if(forcecolor_friend == 1024 + 17 * tm.team)
235                                         forcecolor_friend = 0;
236                 }
237
238                 float cm;
239                 cm = self.forceplayermodels_savecolormap;
240                 cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(self.colormap - 1, "colors")) + 1024);
241
242                 if(cm == 1024 + 17 * myteam)
243                 {
244                         if(forcecolor_friend)
245                                 self.colormap = forcecolor_friend;
246                 }
247                 else
248                 {
249                         if(forcecolor_enemy)
250                                 self.colormap = forcecolor_enemy;
251                 }
252         }
253         else
254         {
255                 if(autocvar_cl_forcemyplayercolors && islocalplayer)
256                         self.colormap = 1024 + autocvar_cl_forcemyplayercolors;
257                 else if(autocvar_cl_forceplayercolors)
258                         self.colormap = player_localnum + 1;
259         }
260 }
261
262 // FEATURE: fallback frames
263 .float csqcmodel_saveframe;
264 .float csqcmodel_saveframe2;
265 .float csqcmodel_saveframe3;
266 .float csqcmodel_saveframe4;
267 .float csqcmodel_framecount;
268
269 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
270 void CSQCPlayer_FallbackFrame_PreUpdate(void)
271 {
272         self.frame = self.csqcmodel_saveframe;
273         self.frame2 = self.csqcmodel_saveframe2;
274         self.frame3 = self.csqcmodel_saveframe3;
275         self.frame4 = self.csqcmodel_saveframe4;
276 }
277 void CSQCPlayer_FallbackFrame_PostUpdate(float isnew)
278 {
279         self.csqcmodel_saveframe = self.frame;
280         self.csqcmodel_saveframe2 = self.frame2;
281         self.csqcmodel_saveframe3 = self.frame3;
282         self.csqcmodel_saveframe4 = self.frame4;
283
284         // hack for death animations: set their frametime to zero in case a
285         // player "pops in"
286         if(isnew)
287         {
288 #define FIX_FRAMETIME(f,ft) \
289                 if(IS_DEAD_FRAME(self.f) && self.ft != 0 && self.death_time != 0) \
290                 { \
291                         self.ft = self.death_time; \
292                 }
293                 FIX_FRAMETIME(frame, frame1time)
294                 FIX_FRAMETIME(frame2, frame2time)
295                 FIX_FRAMETIME(frame3, frame3time)
296                 FIX_FRAMETIME(frame4, frame4time)
297         }
298         self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame);
299 }
300 float CSQCPlayer_FallbackFrame(float f)
301 {
302         if(frameduration(self.modelindex, f) > 0)
303                 return f; // goooooood
304         if(frameduration(self.modelindex, 1) <= 0)
305                 return f; // this is a static model. We can't fix it if we wanted to
306         switch(f)
307         {
308                 case 23: return 11; // anim_melee -> anim_shoot
309                 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
310                 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
311                 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
312                 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
313                 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
314                 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
315                 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
316         }
317         print(sprintf("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model));
318         return f;
319 }
320 void CSQCPlayer_FallbackFrame_Apply(void)
321 {
322         self.frame = CSQCPlayer_FallbackFrame(self.frame);
323         self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
324         self.frame3 = CSQCPlayer_FallbackFrame(self.frame3);
325         self.frame4 = CSQCPlayer_FallbackFrame(self.frame4);
326 }
327
328 // FEATURE: auto tag_index
329 .entity tag_entity;
330 .float tag_entity_lastmodelindex;
331 .float tag_index;
332 void CSQCModel_AutoTagIndex_Apply(void)
333 {
334         if(self.tag_entity && wasfreed(self.tag_entity))
335                 self.tag_entity = world;
336
337         if(self.tag_networkentity)
338         {
339                 // we are ATTACHED!
340                 float changed = 0;
341                 if(self.tag_entity.entnum != self.tag_networkentity)
342                 {
343                         self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
344                         changed = 1;
345                 }
346
347                 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
348                 if(self.tag_entity.classname == "csqcmodel")
349                 {
350                         entity oldself = self;
351                         self = self.tag_entity;
352                         CSQCModel_Hook_PreDraw();
353                         self = oldself;
354                 }
355
356                 if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
357                 {
358                         self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
359                         changed = 1;
360                 }
361                 if(changed)
362                 {
363                         if(self.tag_entity)
364                         {
365                                 // the best part is: IT EXISTS
366                                 if(substring(self.model, 0, 17) == "models/weapons/v_")
367                                 {
368                                         if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_")
369                                         {
370                                                 self.tag_index = gettagindex(self.tag_entity, "weapon");
371                                                 if(!self.tag_index)
372                                                         self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
373                                                 if(!self.tag_index)
374                                                 {
375                                                         // we need to prevent this from 'appening
376                                                         self.tag_entity = world;
377                                                         self.drawmask = 0;
378                                                         dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n");
379                                                 }
380                                         }
381                                         else if(self.tag_entity.isplayermodel)
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                                                         self.tag_index = gettagindex(self.tag_entity, "bip01 r hand");
388                                         }
389                                 }
390
391                                 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_")
392                                 {
393                                         self.tag_index = gettagindex(self.tag_entity, "shot");
394                                         if(!self.tag_index)
395                                                 self.tag_index = gettagindex(self.tag_entity, "tag_shot");
396                                 }
397                         }
398                         else
399                         {
400                                 // damn, see you next frame
401                                 self.drawmask = 0;
402                         }
403                 }
404         }
405 }
406
407 // FEATURE: EF_NODRAW workalike
408 float EF_BRIGHTFIELD    = 1;
409 float EF_BRIGHTLIGHT    = 4;
410 float EF_DIMLIGHT       = 8;
411 float EF_DOUBLESIDED = 32768;
412 float EF_NOSELFSHADOW = 65536;
413 float EF_DYNAMICMODELLIGHT = 131072;
414 float MF_ROCKET  =   1; // leave a trail
415 float MF_GRENADE =   2; // leave a trail
416 float MF_GIB     =   4; // leave a trail
417 float MF_ROTATE  =   8; // rotate (bonus items)
418 float MF_TRACER  =  16; // green split trail
419 float MF_ZOMGIB  =  32; // small blood trail
420 float MF_TRACER2 =  64; // orange split trail
421 float MF_TRACER3 = 128; // purple trail
422 .float csqcmodel_effects;
423 .float csqcmodel_modelflags;
424 void CSQCModel_Effects_PreUpdate(void)
425 {
426         self.effects = self.csqcmodel_effects;
427         self.modelflags = self.csqcmodel_modelflags;
428 }
429 void CSQCModel_Effects_PostUpdate(void)
430 {
431         self.csqcmodel_effects = self.effects;
432         self.csqcmodel_modelflags = self.modelflags;
433         self.effects = 0;
434         self.modelflags = 0;
435         if(self.csqcmodel_teleported)
436                 Projectile_ResetTrail(self.origin);
437 }
438 void CSQCModel_Effects_Apply(void)
439 {
440         float eff = self.csqcmodel_effects;
441         eff &~= CSQCMODEL_EF_RESPAWNGHOST;
442
443         self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
444         self.effects = 0;
445         self.traileffect = 0;
446                         
447         if(eff & EF_BRIGHTFIELD)
448                 self.traileffect = particleeffectnum("TR_NEXUIZPLASMA");
449         // ignoring EF_MUZZLEFLASH
450         if(eff & EF_BRIGHTLIGHT)
451                 adddynamiclight(self.origin, 400, '3 3 3');
452         if(eff & EF_DIMLIGHT)
453                 adddynamiclight(self.origin, 200, '1.5 1.5 1.5');
454         if((eff & EF_NODRAW) || (self.alpha < 0))
455                 self.drawmask = 0;
456         if(eff & EF_ADDITIVE)
457                 self.renderflags |= RF_ADDITIVE;
458         if(eff & EF_BLUE)
459                 adddynamiclight(self.origin, 200, '0.15 0.15 1.5');
460         if(eff & EF_RED)
461                 adddynamiclight(self.origin, 200, '1.5 0.15 0.15');
462         // ignoring EF_NOGUNBOB
463         if(eff & EF_FULLBRIGHT)
464                 self.renderflags |= RF_FULLBRIGHT;
465         if(eff & EF_FLAME)
466                 pointparticles(particleeffectnum("EF_FLAME"), self.origin, '0 0 0', bound(0, frametime, 0.1));
467         if(eff & EF_STARDUST)
468                 pointparticles(particleeffectnum("EF_STARDUST"), self.origin, '0 0 0', bound(0, frametime, 0.1));
469         if(eff & EF_NOSHADOW)
470                 self.renderflags |= RF_NOSHADOW;
471         if(eff & EF_NODEPTHTEST)
472                 self.renderflags |= RF_DEPTHHACK;
473         // ignoring EF_SELECTABLE
474         if(eff & EF_DOUBLESIDED)
475                 self.effects |= EF_DOUBLESIDED;
476         if(eff & EF_NOSELFSHADOW)
477                 self.effects |= EF_NOSELFSHADOW;
478         if(eff & EF_DYNAMICMODELLIGHT)
479                 self.renderflags |= RF_DYNAMICMODELLIGHT;
480         // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
481         if(self.csqcmodel_modelflags & MF_ROCKET)
482                 self.traileffect = particleeffectnum("TR_ROCKET");
483         if(self.csqcmodel_modelflags & MF_GRENADE)
484                 self.traileffect = particleeffectnum("TR_GRENADE");
485         if(self.csqcmodel_modelflags & MF_GIB)
486                 self.traileffect = particleeffectnum("TR_BLOOD");
487         if(self.csqcmodel_modelflags & MF_ROTATE)
488         {
489                 self.renderflags |= RF_USEAXIS;
490                 makevectors(self.angles + '0 100 0' * fmod(time, 3.6));
491         }
492         if(self.csqcmodel_modelflags & MF_TRACER)
493                 self.traileffect = particleeffectnum("TR_WIZSPIKE");
494         if(self.csqcmodel_modelflags & MF_ZOMGIB)
495                 self.traileffect = particleeffectnum("TR_SLIGHTBLOOD");
496         if(self.csqcmodel_modelflags & MF_TRACER2)
497                 self.traileffect = particleeffectnum("TR_KNIGHTSPIKE");
498         if(self.csqcmodel_modelflags & MF_TRACER3)
499                 self.traileffect = particleeffectnum("TR_VORESPIKE");
500
501         if(self.drawmask)
502                 Projectile_DrawTrail(self.origin);
503         else
504                 Projectile_ResetTrail(self.origin);
505
506         if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
507                 self.renderflags |= RF_ADDITIVE;
508                 // also special in CSQCPlayer_GlowMod_Apply
509 }
510
511 // FEATURE: auto glowmod
512 .vector glowmod;
513 void CSQCPlayer_GlowMod_Apply(void)
514 {
515         float cm = self.colormap;
516
517         if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
518                 cm = 1024;
519
520         if(self.colormap > 0)
521                 self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
522         else
523                 self.glowmod = '1 1 1';
524
525         if(autocvar_cl_deathglow > 0)
526                 if(self.csqcmodel_isdead)
527                 {
528                         self.glowmod = self.glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
529                         // prevent the zero vector
530                         self.glowmod_x = max(self.glowmod_x, 0.0001);
531                         self.glowmod_y = max(self.glowmod_y, 0.0001);
532                         self.glowmod_z = max(self.glowmod_z, 0.0001);
533                 }
534 }
535
536 // general functions
537 .float csqcmodel_predraw_run;
538 void CSQCModel_Hook_PreDraw()
539 {
540         if(self.csqcmodel_predraw_run == framecount)
541                 return;
542         self.csqcmodel_predraw_run = framecount;
543
544         if(!self.modelindex || self.model == "null")
545         {
546                 self.drawmask = 0;
547                 return;
548         }
549         else
550                 self.drawmask = MASK_NORMAL;
551
552         if(self.isplayermodel) // this checks if it's a player MODEL!
553         {
554                 CSQCPlayer_ForceModel_Apply(self.entnum == player_localnum + 1);
555                 CSQCPlayer_GlowMod_Apply();
556                 CSQCPlayer_LOD_Apply();
557                 CSQCPlayer_FallbackFrame_Apply();
558         }
559
560         CSQCModel_AutoTagIndex_Apply();
561
562         CSQCModel_Effects_Apply();
563 }
564
565 void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
566 {
567         // revert to values from server
568         CSQCModel_Effects_PreUpdate();
569         if(self.isplayermodel)
570         {
571                 CSQCPlayer_FallbackFrame_PreUpdate();
572                 CSQCPlayer_ForceModel_PreUpdate();
573         }
574 }
575
576 void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer)
577 {
578         // is it a player model? (shared state)
579         self.isplayermodel = (substring(self.model, 0, 14) == "models/player/" || substring(self.model, 0, 17) == "models/ok_player/");
580
581         // save values set by server
582         if(self.isplayermodel)
583         {
584                 CSQCPlayer_ForceModel_PostUpdate();
585                 CSQCPlayer_FallbackFrame_PostUpdate(isnew);
586         }
587         CSQCModel_Effects_PostUpdate();
588 }