// "bake" the current animation frame for clones (they don't get clientside animation)
animdecide_load_if_needed(clone);
animdecide_setframes(clone, false, frame, frame1time, frame2, frame2time);
+
+ MUTATOR_CALLHOOK(CopyBody, this, clone, keepvelocity);
}
void player_setupanimsformodel(entity this)