changed how .mdl loading behaves. now one skin is instead used for the store
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				@ -1478,16 +1478,15 @@ public Action ModelSelection(int client, int state, int modelIndex)
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        }
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					        }
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        if (StrContains(g_cUniqueName[i][g_iLength], l_cUniqueModel, false) > -1)
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					        if (StrContains(g_cUniqueName[i][g_iLength], l_cUniqueModel, false) > -1)
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        {
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					        {
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            if (StrContains(g_cModelPath[i][g_iLength], "mdl") == -1)
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					            if (StrContains(g_cModelPath[i][g_iLength], ".mdl") != -1)
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            {
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					            {
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                //incorrect modelpaths crash at SetEntityModel
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					                //if its a public skin we go in here. we skip this if its the "store skin". in those cases we let the store decide the .mdl for the player.
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                //LoadClasses();
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					                //otherwise we assign the .mdl here.
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                //ForcePlayerSuicide(client);
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					                //in practise only one human skin will not have .mdl set. we only do not end here when its that one human model.
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                return Plugin_Continue;
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					                SetEntityModel(client, g_cModelPath[i][g_iLength]);
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            }
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					            }
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            SetEntityModel(client, g_cModelPath[i][g_iLength]);
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            g_bClientProtection[client] = true;
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					            g_bClientProtection[client] = true;
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            if (StrContains(g_cNoFallDmg[i][g_iLength], "YES") > -1)
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					            if (StrContains(g_cNoFallDmg[i][g_iLength], "YES") > -1)
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                g_bFallDamage[client] = true;
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					                g_bFallDamage[client] = true;
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