Player Model Derma Selection Help

My friend made me a code where a derma menu pops up with selections of player models. When you choose one, you become that player model, but when you die/respawn, you change back to your default model. Is there any way to stay that model you selected even after respawning? Here’s the code:




if SERVER then
	AddCSLuaFile( "admin_derma.lua" );
	function Set_Model( p, c, a )
		if a[1] == nil then
			return;
		end;
        if p:Alive() then
            p:SetModel( "models/player/" .. a[1] .. ".mdl" );
        end;
        if not p.Model then
            p.Model = p:GetModel()
        end;
    end
	concommand.Add( "Set_Model", Set_Model );
    hook.Add( "PlayerSpawn", "SetPlayerModel", function( p, c, a )
		if p:Alive() then
            p:SetModel( p.Model );
		end;
    end );	
	function MyMenu( ply ) --Start the function
		ply:ConCommand( "model_menu" )
	end --End the function
	
	hook.Add("ShowSpare2", "show model menu", MyMenu) --Add the hook "ShowHelp" so it opens with F1
else
    local models = { "swat", "urban", "gasmask", "riot", "leet", "phoenix", "guerilla", "arctic"};
    concommand.Add( "model_menu", function()
        local Menu = vgui.Create( "DFrame" );
        Menu:SetSize( 400, 400 );
        Menu:SetTitle( "Choose a model" );
        Menu:SetDraggable( false );
		Menu:SetVisible( true )
		Menu:MakePopup()
        Menu:Center()
        local List = vgui.Create( "DPanelList", Menu )
                List:SetPos( 5, 20 );
				List:SetSize( 390, 375 )
                List:EnableHorizontal( true )
                List:EnableVerticalScrollbar( true )
                for k, v in pairs( models ) do
                    local Mdl = vgui.Create( "SpawnIcon", List )
                    Mdl:SetModel( "models/player/".. v .. ".mdl" )
                    Mdl:SetToolTip( "Models/player/" .. v .. ".mdl" )
                    Mdl.DoClick = function()
                        RunConsoleCommand( "Set_Model", v )
						Menu:Close()
							local effectdata = EffectData()
							effectdata:SetOrigin( self.Owner:GetPos() )
							effectdata:SetNormal( self.Owner:GetPos() )
							effectdata:SetMagnitude( 8 )
							effectdata:SetScale( 1 )
							effectdata:SetRadius( 16 )
							util.Effect( "Sparks", effectdata )
							self.BaseClass.ShootEffects( self )
                    end
                    List:AddItem( Mdl );
                end;
        end );
	
		
end;