I think you have to do like getbaseanimating()->lookupbone from inside
the ragdoll i'm on my cell right now so i can't really check

On 12/27/07, Maarten De Meyer <[EMAIL PROTECTED]> wrote:
> Oh damn, I stared myself blind on the IRagdoll interface :p
> I'll give it a go, thx!
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > hmm.. A quick look at CSDKRagdoll reveals that it has the following
> > hierarchy
> >
> > .....
> > CBaseAnimating
> >    CBaseAnimatingOverlay
> >        CSDKRagdoll
> >
> >
> > Looking at the hierarchy, you should be able to call
> > CBaseAnimating::LookupBone()
> > I haven't actually tried it myself.. I just quickly scanned the hierarchy.
> >
> > ----- Original Message -----
> > From: "Maarten De Meyer" <[EMAIL PROTECTED]>
> > To: <[email protected]>
> > Sent: Thursday, December 27, 2007 11:21 AM
> > Subject: [hlcoders] The rib bone's connected to?
> >
> >
> >> Hi list,
> >>
> >> quick question. I want to recover specifically the head bone in my
> >> characters' ragdolls. How can I do this? Do I need to hardcode the
> >> index,
> >> can I get it by name ( I tried the physobj->getname but it always
> >> returns
> >> the name of the entire model so far ), or is there another way I can get
> >> this specific bone? I've also seen there's a LookupBone function, but
> >> that's implemented in the CBaseAnimating class, which the ragdoll isn't.
> >> Or do I not have to bother passing by the ragdoll and is the player's
> >> model updated from the ragdoll already [ so I could call the LookupBone
> >> on
> >> the player itself ? ]
> >>
> >> Thanks in advance,
> >>
> >> -- Maarten
> >>
> >>
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> >>
> >
> > --
> >
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> >
>
>
>
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>


--
-omega

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