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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.
  >--
  >[ 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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