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autocvar_cl_forcemyplayermodel now also really affects team mates
[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         float isfriend;
174         if(teamplay)
175         {
176                 cm = self.forceplayermodels_savecolormap;
177                 cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(self.colormap - 1, "colors")) + 1024);
178
179                 isfriend = (cm == 1024 + 17 * myteam);
180         }
181         else
182                 isfriend = islocalplayer;
183
184         if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && isfriend)
185         {
186                 self.model = forceplayermodels_mymodel;
187                 self.modelindex = forceplayermodels_mymodelindex;
188                 self.skin = autocvar_cl_forcemyplayerskin;
189         }
190         else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
191         {
192                 self.model = forceplayermodels_model;
193                 self.modelindex = forceplayermodels_modelindex;
194                 self.skin = forceplayermodels_skin;
195         }
196         else if(self.forceplayermodels_isgoodmodel)
197         {
198                 self.model = self.forceplayermodels_savemodel;
199                 self.modelindex = self.forceplayermodels_savemodelindex;
200                 self.skin = self.forceplayermodels_saveskin;
201         }
202         else
203         {
204                 self.model = forceplayermodels_goodmodel;
205                 self.modelindex = forceplayermodels_goodmodelindex;
206                 self.skin = self.forceplayermodels_saveskin;
207         }
208
209         // forceplayercolors too
210         if(teamplay)
211         {
212                 // own team's color is never forced
213                 float forcecolor_friend = 0;
214                 float forcecolor_enemy = 0;
215                 float teams_count = 0;
216                 float my_colors = 1024 + autocvar__cl_color;
217                 entity tm;
218
219                 for(tm = teams.sort_next; tm; tm = tm.sort_next)
220                         if(tm.team != COLOR_SPECTATOR)
221                                 ++teams_count;
222
223                 if(autocvar_cl_forcemyplayercolors)
224                         forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
225                 if(autocvar_cl_forceplayercolors && teams_count == 2)
226                         forcecolor_enemy = 1024 + my_colors;
227
228                 if(forcecolor_enemy && !forcecolor_friend)
229                 {
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;
234                 }
235
236                 if(forcecolor_friend && !forcecolor_enemy)
237                 {
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
244                                 // anyway.
245                                 if(forcecolor_friend == 1024 + 17 * tm.team)
246                                         forcecolor_friend = 0;
247                 }
248
249                 float cm;
250                 cm = self.forceplayermodels_savecolormap;
251                 cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(self.colormap - 1, "colors")) + 1024);
252
253                 if(cm == 1024 + 17 * myteam)
254                 {
255                         if(forcecolor_friend)
256                                 self.colormap = forcecolor_friend;
257                 }
258                 else
259                 {
260                         if(forcecolor_enemy)
261                                 self.colormap = forcecolor_enemy;
262                 }
263         }
264         else
265         {
266                 if(autocvar_cl_forcemyplayercolors && islocalplayer)
267                         self.colormap = 1024 + autocvar_cl_forcemyplayercolors;
268                 else if(autocvar_cl_forceplayercolors)
269                         self.colormap = player_localnum + 1;
270         }
271 }
272
273 // FEATURE: fallback frames
274 .float csqcmodel_saveframe;
275 .float csqcmodel_saveframe2;
276 .float csqcmodel_saveframe3;
277 .float csqcmodel_saveframe4;
278 .float csqcmodel_framecount;
279
280 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
281 void CSQCPlayer_FallbackFrame_PreUpdate(void)
282 {
283         self.frame = self.csqcmodel_saveframe;
284         self.frame2 = self.csqcmodel_saveframe2;
285         self.frame3 = self.csqcmodel_saveframe3;
286         self.frame4 = self.csqcmodel_saveframe4;
287 }
288 void CSQCPlayer_FallbackFrame_PostUpdate(float isnew)
289 {
290         self.csqcmodel_saveframe = self.frame;
291         self.csqcmodel_saveframe2 = self.frame2;
292         self.csqcmodel_saveframe3 = self.frame3;
293         self.csqcmodel_saveframe4 = self.frame4;
294
295         // hack for death animations: set their frametime to zero in case a
296         // player "pops in"
297         if(isnew)
298         {
299 #define FIX_FRAMETIME(f,ft) \
300                 if(IS_DEAD_FRAME(self.f) && self.ft != 0 && self.death_time != 0) \
301                 { \
302                         self.ft = self.death_time; \
303                 }
304                 FIX_FRAMETIME(frame, frame1time)
305                 FIX_FRAMETIME(frame2, frame2time)
306                 FIX_FRAMETIME(frame3, frame3time)
307                 FIX_FRAMETIME(frame4, frame4time)
308         }
309         self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame);
310 }
311 float CSQCPlayer_FallbackFrame(float f)
312 {
313         if(frameduration(self.modelindex, f) > 0)
314                 return f; // goooooood
315         if(frameduration(self.modelindex, 1) <= 0)
316                 return f; // this is a static model. We can't fix it if we wanted to
317         switch(f)
318         {
319                 case 23: return 11; // anim_melee -> anim_shoot
320                 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
321                 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
322                 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
323                 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
324                 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
325                 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
326                 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
327         }
328         print(sprintf("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model));
329         return f;
330 }
331 void CSQCPlayer_FallbackFrame_Apply(void)
332 {
333         self.frame = CSQCPlayer_FallbackFrame(self.frame);
334         self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
335         self.frame3 = CSQCPlayer_FallbackFrame(self.frame3);
336         self.frame4 = CSQCPlayer_FallbackFrame(self.frame4);
337 }
338
339 // FEATURE: auto tag_index
340 .entity tag_entity;
341 .float tag_entity_lastmodelindex;
342 .float tag_index;
343 void CSQCModel_AutoTagIndex_Apply(void)
344 {
345         if(self.tag_entity && wasfreed(self.tag_entity))
346                 self.tag_entity = world;
347
348         if(self.tag_networkentity)
349         {
350                 // we are ATTACHED!
351                 float changed = 0;
352                 if(self.tag_entity.entnum != self.tag_networkentity)
353                 {
354                         self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
355                         changed = 1;
356                 }
357
358                 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
359                 if(self.tag_entity.classname == "csqcmodel")
360                 {
361                         entity oldself = self;
362                         self = self.tag_entity;
363                         CSQCModel_Hook_PreDraw();
364                         self = oldself;
365                 }
366
367                 if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
368                 {
369                         self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
370                         changed = 1;
371                 }
372                 if(changed)
373                 {
374                         if(self.tag_entity)
375                         {
376                                 // the best part is: IT EXISTS
377                                 if(substring(self.model, 0, 17) == "models/weapons/v_")
378                                 {
379                                         if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_")
380                                         {
381                                                 self.tag_index = gettagindex(self.tag_entity, "weapon");
382                                                 if(!self.tag_index)
383                                                         self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
384                                                 if(!self.tag_index)
385                                                 {
386                                                         // we need to prevent this from 'appening
387                                                         self.tag_entity = world;
388                                                         self.drawmask = 0;
389                                                         dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n");
390                                                 }
391                                         }
392                                         else if(self.tag_entity.isplayermodel)
393                                         {
394                                                 self.tag_index = gettagindex(self.tag_entity, "weapon");
395                                                 if(!self.tag_index)
396                                                         self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
397                                                 if(!self.tag_index)
398                                                         self.tag_index = gettagindex(self.tag_entity, "bip01 r hand");
399                                         }
400                                 }
401
402                                 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_")
403                                 {
404                                         self.tag_index = gettagindex(self.tag_entity, "shot");
405                                         if(!self.tag_index)
406                                                 self.tag_index = gettagindex(self.tag_entity, "tag_shot");
407                                 }
408                         }
409                         else
410                         {
411                                 // damn, see you next frame
412                                 self.drawmask = 0;
413                         }
414                 }
415         }
416 }
417
418 // FEATURE: EF_NODRAW workalike
419 float EF_BRIGHTFIELD    = 1;
420 float EF_BRIGHTLIGHT    = 4;
421 float EF_DIMLIGHT       = 8;
422 float EF_DOUBLESIDED = 32768;
423 float EF_NOSELFSHADOW = 65536;
424 float EF_DYNAMICMODELLIGHT = 131072;
425 float MF_ROCKET  =   1; // leave a trail
426 float MF_GRENADE =   2; // leave a trail
427 float MF_GIB     =   4; // leave a trail
428 float MF_ROTATE  =   8; // rotate (bonus items)
429 float MF_TRACER  =  16; // green split trail
430 float MF_ZOMGIB  =  32; // small blood trail
431 float MF_TRACER2 =  64; // orange split trail
432 float MF_TRACER3 = 128; // purple trail
433 .float csqcmodel_effects;
434 .float csqcmodel_modelflags;
435 void CSQCModel_Effects_PreUpdate(void)
436 {
437         self.effects = self.csqcmodel_effects;
438         self.modelflags = self.csqcmodel_modelflags;
439 }
440 void CSQCModel_Effects_PostUpdate(void)
441 {
442         self.csqcmodel_effects = self.effects;
443         self.csqcmodel_modelflags = self.modelflags;
444         self.effects = 0;
445         self.modelflags = 0;
446         if(self.csqcmodel_teleported)
447                 Projectile_ResetTrail(self.origin);
448 }
449 void CSQCModel_Effects_Apply(void)
450 {
451         float eff = self.csqcmodel_effects;
452         eff &~= CSQCMODEL_EF_RESPAWNGHOST;
453
454         self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
455         self.effects = 0;
456         self.traileffect = 0;
457                         
458         if(eff & EF_BRIGHTFIELD)
459                 self.traileffect = particleeffectnum("TR_NEXUIZPLASMA");
460         // ignoring EF_MUZZLEFLASH
461         if(eff & EF_BRIGHTLIGHT)
462                 adddynamiclight(self.origin, 400, '3 3 3');
463         if(eff & EF_DIMLIGHT)
464                 adddynamiclight(self.origin, 200, '1.5 1.5 1.5');
465         if((eff & EF_NODRAW) || (self.alpha < 0))
466                 self.drawmask = 0;
467         if(eff & EF_ADDITIVE)
468                 self.renderflags |= RF_ADDITIVE;
469         if(eff & EF_BLUE)
470                 adddynamiclight(self.origin, 200, '0.15 0.15 1.5');
471         if(eff & EF_RED)
472                 adddynamiclight(self.origin, 200, '1.5 0.15 0.15');
473         // ignoring EF_NOGUNBOB
474         if(eff & EF_FULLBRIGHT)
475                 self.renderflags |= RF_FULLBRIGHT;
476         if(eff & EF_FLAME)
477                 pointparticles(particleeffectnum("EF_FLAME"), self.origin, '0 0 0', bound(0, frametime, 0.1));
478         if(eff & EF_STARDUST)
479                 pointparticles(particleeffectnum("EF_STARDUST"), self.origin, '0 0 0', bound(0, frametime, 0.1));
480         if(eff & EF_NOSHADOW)
481                 self.renderflags |= RF_NOSHADOW;
482         if(eff & EF_NODEPTHTEST)
483                 self.renderflags |= RF_DEPTHHACK;
484         // ignoring EF_SELECTABLE
485         if(eff & EF_DOUBLESIDED)
486                 self.effects |= EF_DOUBLESIDED;
487         if(eff & EF_NOSELFSHADOW)
488                 self.effects |= EF_NOSELFSHADOW;
489         if(eff & EF_DYNAMICMODELLIGHT)
490                 self.renderflags |= RF_DYNAMICMODELLIGHT;
491         // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
492         if(self.csqcmodel_modelflags & MF_ROCKET)
493                 self.traileffect = particleeffectnum("TR_ROCKET");
494         if(self.csqcmodel_modelflags & MF_GRENADE)
495                 self.traileffect = particleeffectnum("TR_GRENADE");
496         if(self.csqcmodel_modelflags & MF_GIB)
497                 self.traileffect = particleeffectnum("TR_BLOOD");
498         if(self.csqcmodel_modelflags & MF_ROTATE)
499         {
500                 self.renderflags |= RF_USEAXIS;
501                 makevectors(self.angles + '0 100 0' * fmod(time, 3.6));
502         }
503         if(self.csqcmodel_modelflags & MF_TRACER)
504                 self.traileffect = particleeffectnum("TR_WIZSPIKE");
505         if(self.csqcmodel_modelflags & MF_ZOMGIB)
506                 self.traileffect = particleeffectnum("TR_SLIGHTBLOOD");
507         if(self.csqcmodel_modelflags & MF_TRACER2)
508                 self.traileffect = particleeffectnum("TR_KNIGHTSPIKE");
509         if(self.csqcmodel_modelflags & MF_TRACER3)
510                 self.traileffect = particleeffectnum("TR_VORESPIKE");
511
512         if(self.drawmask)
513                 Projectile_DrawTrail(self.origin);
514         else
515                 Projectile_ResetTrail(self.origin);
516
517         if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
518                 self.renderflags |= RF_ADDITIVE;
519                 // also special in CSQCPlayer_GlowMod_Apply
520 }
521
522 // FEATURE: auto glowmod
523 .vector glowmod;
524 void CSQCPlayer_GlowMod_Apply(void)
525 {
526         float cm = self.colormap;
527
528         if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
529                 cm = 1024;
530
531         if(self.colormap > 0)
532                 self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
533         else
534                 self.glowmod = '1 1 1';
535
536         if(autocvar_cl_deathglow > 0)
537                 if(self.csqcmodel_isdead)
538                 {
539                         self.glowmod = self.glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
540                         // prevent the zero vector
541                         self.glowmod_x = max(self.glowmod_x, 0.0001);
542                         self.glowmod_y = max(self.glowmod_y, 0.0001);
543                         self.glowmod_z = max(self.glowmod_z, 0.0001);
544                 }
545 }
546
547 // general functions
548 .float csqcmodel_predraw_run;
549 void CSQCModel_Hook_PreDraw()
550 {
551         if(self.csqcmodel_predraw_run == framecount)
552                 return;
553         self.csqcmodel_predraw_run = framecount;
554
555         if(!self.modelindex || self.model == "null")
556         {
557                 self.drawmask = 0;
558                 return;
559         }
560         else
561                 self.drawmask = MASK_NORMAL;
562
563         if(self.isplayermodel) // this checks if it's a player MODEL!
564         {
565                 CSQCPlayer_ForceModel_Apply(self.entnum == player_localnum + 1);
566                 CSQCPlayer_GlowMod_Apply();
567                 CSQCPlayer_LOD_Apply();
568                 CSQCPlayer_FallbackFrame_Apply();
569         }
570
571         CSQCModel_AutoTagIndex_Apply();
572
573         CSQCModel_Effects_Apply();
574 }
575
576 void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
577 {
578         // revert to values from server
579         CSQCModel_Effects_PreUpdate();
580         if(self.isplayermodel)
581         {
582                 CSQCPlayer_FallbackFrame_PreUpdate();
583                 CSQCPlayer_ForceModel_PreUpdate();
584         }
585 }
586
587 void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer)
588 {
589         // is it a player model? (shared state)
590         self.isplayermodel = (substring(self.model, 0, 14) == "models/player/" || substring(self.model, 0, 17) == "models/ok_player/");
591
592         // save values set by server
593         if(self.isplayermodel)
594         {
595                 CSQCPlayer_ForceModel_PostUpdate();
596                 CSQCPlayer_FallbackFrame_PostUpdate(isnew);
597         }
598         CSQCModel_Effects_PostUpdate();
599 }