Player Model and hats

I created the DModelPanel for the player but I was wondering how to make it so it will show the HAT that is wearing. I am using PointShop.
And I am using ben434 function.
[lua]
hook.Add(“InitPostEntity”, “DrawPlayerModel”, function()
iconmodel = vgui.Create(“DModelPanel”)
iconmodel:SetModel( LocalPlayer():GetModel())
function iconmodel:LayoutEntity( Entity ) return end
iconmodel:SetPos(0, ScrH() - 250)
iconmodel:SetAnimated(true)
iconmodel:SetSize(250,250)
iconmodel:SetCamPos( Vector( 25, 10, 65))
iconmodel:SetLookAt( Vector( 0, 10, 66.5 ) )

timer.Create("RefreshAvatar", 1, 0, function()
	if LocalPlayer():GetModel() ~= iconmodel.Entity:GetModel() then
		iconmodel:Remove()		
		iconmodel = vgui.Create("DModelPanel")
		iconmodel:SetPos(0, ScrH() - 250)
		iconmodel:SetModel( LocalPlayer():GetModel())

function iconmodel:LayoutEntity( Entity ) return end
iconmodel:SetAnimated(false)
iconmodel:SetSize(250,250)
iconmodel:SetCamPos( Vector( 25, 10, 65))
iconmodel:SetLookAt( Vector( 0, 10, 66.5 ) )
end
end)
[/lua]

I didn’t know I had my own model panel :v:

But anyways, why not look in pointshop’s code to see how _Undefined did it?

[editline]3:23[/editline]

https://github.com/adamdburton/pointshop/blob/master/lua/vgui/DPointShopPreview.lua - It’s right there, he made his own custom VGUI for it.

You know what I mean. And I looked but I can’t say I know where to look. I looked in DPointShopPreview.lua i don’t think this is the correct file but I don’t really know where else to look.

Well, first of all. He’s not using DModelPanel, and I don’t think you even can.
Here is the function he uses to display them.

[lua]
local w, h = self:GetSize()
cam.Start3D( self.vCamPos, ang, self.fFOV, x, y, w, h, 5, 4096 )
cam.IgnoreZ( true )

render.SuppressEngineLighting( true )
render.SetLightingOrigin( self.Entity:GetPos() )
render.ResetModelLighting( self.colAmbientLight.r/255, self.colAmbientLight.g/255, self.colAmbientLight.b/255 )
render.SetColorModulation( self.colColor.r/255, self.colColor.g/255, self.colColor.b/255 )
render.SetBlend( self.colColor.a/255 )

for i=0, 6 do
	local col = self.DirectionalLight[ i ]
	if ( col ) then
		render.SetModelLighting( i, col.r/255, col.g/255, col.b/255 )
	end
end

self.Entity:DrawModel()

self:DrawOtherModels() -- Here he draws the attachments

render.SuppressEngineLighting( false )
cam.IgnoreZ( false )
cam.End3D()

[/lua]

Thank you.