Well, what I wonder about that is, is there a nice way to get that bone
position from the client to the server?


>From: "Cortex" <[EMAIL PROTECTED]>
>Reply-To: [EMAIL PROTECTED]
>To: <[EMAIL PROTECTED]>
>Subject: Re: [hlcoders] Bone position
>Date: Fri, 15 Feb 2002 11:21:20 +0100
>
>This is a multi-part message in MIME format.
>--
>[ Picked text/plain from multipart/alternative ]
>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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>
>
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