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- ply.skin = ClientsideModel(model)
- ply.skin.Player=ply
- ply.skin:DrawShadow(true)
- ply.skin:SetModel(model)
- ply.skin:AddEffects( bit.bor(EF_BONEMERGE, EF_BONEMERGE_FASTCULL, EF_PARENT_ANIMATES ) )
- ply.skin:SetParent(ply)
- ply.skin:SetPos( ply:GetPos() )
- ply.skin:SetAngles( ply:GetAngles() )
- ply.skin:SetColor(255, 255, 255, 255)
- ply.skin.BuildBonePositions= function(self, NumBones, NumPhysBones)
- local bonesToShow = {
- self.Entity:LookupBone( "ValveBiped.Bip01_Head1" ),
- /*self.Entity:LookupBone( "ValveBiped.Bip01_R_Hand" ),
- self.Entity:LookupBone( "ValveBiped.Bip01_L_Hand" ),*/
- self.Entity:LookupBone( "ValveBiped.Bip01_Neck1" )
- }
- for i=0, NumBones do
- if ply.armor and IsValid(ply.armor) then
- if !table.HasValue(bonesToShow, i) then
- BoneScale(self, i)
- end
- else
- BoneScaleUp(self, i)
- end
- end
- --end
- end
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