On the server you'd do this:

int boneIndex = LookupBone("head");
int ragdollBoneIndex = GetPhysicsBone(boneIndex);

Then get the ragdoll element by ragdollBoneIndex and that has the
physics object, etc.

Is that what you want to do?

I don't think we have an implementation of GetPhysicsBone() on the
client, but the data is part of the model so the same code would work.

        pStudioHdr->pBone( boneIndex )->physicsbone is the map from any
bone in the skeleton to the nearest part of the ragdoll by hierarchy
order.

Jay


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Maarten De
Meyer
Sent: Thursday, December 27, 2007 1:55 PM
To: [email protected]
Subject: Re: [hlcoders] The rib bone's connected to?

No, that's just it; I can poll the bone data fine via that member; but
the
names in all the bones are set to the name of the .mdl itself.

I'm gonna try getting the CSDKRagdoll and doing a bone lookup on that
one,
it's the best shot to still indexing it by name.

> --
> [ Picked text/plain from multipart/alternative ]
> Also on the topic of the ragdoll, you maye want to look at the
m_pRagdoll
> member of C_BaseAnimating, if that's valid you can use the GetRagdoll
> method
> in it to retrieve the ragdoll_t structure which is where AFAIK an
array of
> the actual ragdoll physics info is kept.  I'm not sure if that's right
> though and I don't know if the physics objects in reach
ragdollelement_t
> structure retain the names of the bone to even be of use.
> --
>
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