Thanks Jay, that's exactly the mapping I was looking for; and yeah,
GetPhysicsBone() works on client too with a basic c/p.

Thanks a bunch!

-- Maarten

<
> 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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