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Thx :)
Now, I've got a pure C++ problem :(
How can I access a CStudioModelRenderer function ?? There isn't
any object of this class... I wanted to make a function which returns
the actual position of a bone... Is there any way to get the position of
a bone from a global function I can call from other classes or must I
code a static function into CStudioModelRenderer ????

Thx :)

      - Cortex : mapper & coder www.hlalbator.fr.st
  ----- Original Message -----
  From: Ken Birdwell
  To: '[EMAIL PROTECTED]'
  Sent: Friday, February 15, 2002 12:35 AM
  Subject: RE: [hlcoders] Bone position


  Assuming you've already called StudioSetupBones(), the transformed, blended,
  frame accurate position is in:
  m_plighttransform[iBone][0][3], m_plighttransform[iBone][1][3],
  m_plighttransform[iBone][2][3].

  -----Original Message-----
  From: Cortex [mailto:[EMAIL PROTECTED]]
  Sent: Thursday, February 14, 2002 12:04 PM
  To: [EMAIL PROTECTED]
  Subject: Re: [hlcoders] Bone position


  Taking inspiration of your LookupBone function, I've done one :

  void GetOrgBone ( void* pmodel, char *name, float* org )
  {
       studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel;

       if (!pstudiohdr)
            return;

       mstudiobone_t *pbones = (mstudiobone_t *)( (byte *)pstudiohdr +
  pstudiohdr->boneindex );

       for (int i = 0; i < pstudiohdr->numbones; i++)
       {
            if (stricmp(pbones[i].name, name) == 0)
            {
                 org[0] = pbones[i].value[0]; // I have to add pEnt->origin
  later
                 org[1] = pbones[i].value[1];
                 org[2] = pbones[i].value[2];
                 return;
            }
       }
       return;
  }

  I think it'd work nice but... the origin of the bone I want ( "Bip01 L
  Foot" ) is always the same (its origin is perhaps coherent, x and y are
  equal to 0 :-(   ).
  So, how could I get the "dynamic" origin of a bone ?

  Thx :)

        - Cortex : mapper & coder www.hlalbator.fr.st

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