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 >> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

