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unfortunately, I want to get the bone position client-side... But anyway, server side,
GET_BONE_POSITION could be used.
- Cortex : mapper & coder www.hlalbator.fr.st
----- Original Message -----
From: Patrick Phillips
To: [EMAIL PROTECTED]
Sent: Friday, February 15, 2002 12:56 PM
Subject: Re: [hlcoders] Bone position
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.
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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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