Entity:DrawModel
Description
Draws the entity or model.
If called inside ENTITY:Draw or ENTITY:DrawTranslucent, it only draws the entity's model itself.
If called outside of those hooks, it will call both of said hooks depending on Entity:GetRenderGroup, drawing the entire entity again.
When drawing an entity more than once per frame in different positions, you should call Entity:SetupBones before each draw; Otherwise, the entity will retain its first drawn position.
This is a rendering function that requires a 3d rendering context.
This means that it will only work in 3d Rendering Hooks.
Arguments
1 number flags = STUDIO_RENDER
The optional STUDIO_ flags, usually taken from ENTITY:Draw and similar hooks.
Example
Manually draws a single ClientsideModel on the specified bone, on the given offset for every player affected by this hook.
This is useful in case you want to reuse a single model without having to create one for each player.
local modelexample = ClientsideModel( "models/thrusters/jetpack.mdl" )
modelexample:SetNoDraw( true )
local offsetvec = Vector( 3, -5.6, 0 )
local offsetang = Angle( 180, 90, -90 )
hook.Add( "PostPlayerDraw" , "manual_model_draw_example" , function( ply )
local boneid = ply:LookupBone( "ValveBiped.Bip01_Spine2" )
if not boneid then
return
end
local matrix = ply:GetBoneMatrix( boneid )
if not matrix then
return
end
local newpos, newang = LocalToWorld( offsetvec, offsetang, matrix:GetTranslation(), matrix:GetAngles() )
modelexample:SetPos( newpos )
modelexample:SetAngles( newang )
modelexample:SetupBones()
modelexample:DrawModel()
end)
Output: 
