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
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!
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Ham bone
:D
From: [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] The rib bone's connected to?
Date: Thu, 27 Dec 2007 11:42:16 -0800
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hmm.. A quick look at
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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
Oh damn, I stared myself blind on the IRagdoll interface :p
I'll give it a go, thx!
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hmm.. A quick look at CSDKRagdoll reveals that it has the following
hierarchy
.
CBaseAnimating
CBaseAnimatingOverlay
CSDKRagdoll
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yea, sometimes when im coding so hard, I lose focus and I find it's a lot
easier to solve coding problems if you print out the code and look at it on
paper. It makes it easier to digest than having to look at only 50 lines on
the screen at one
Like class diagrams in VC# ?
That would be cool, but i don't think you can do that in C++ Projects :S
Minh wrote:
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yea, sometimes when im coding so hard, I lose focus and I find it's a lot
easier to solve coding problems if you print out the
Not automatically, at least.
// Adam Maras (memzero)
Tom Leighton wrote:
Like class diagrams in VC# ?
That would be cool, but i don't think you can do that in C++ Projects :S
Minh wrote:
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yea, sometimes when im coding so hard, I lose
Funny you should mention that, I made one ages ago when the SDK first
came out in doxygen. It was HUGE though, like 16000x16000 pixels and
had every single class and inte inheritence in it. It made it
practically unreadable.
- Jed
On 27/12/2007, Minh [EMAIL PROTECTED] wrote:
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wow, that looks great. Maybe someone can try that and see how it handles the
Source SDK.
- Original Message -
From: Tom Leighton [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, December 27, 2007 1:24 PM
Subject:
Maybe this could be used?
http://www.codeproject.com/KB/macros/classdep.aspx
Jed wrote:
Funny you should mention that, I made one ages ago when the SDK first
came out in doxygen. It was HUGE though, like 16000x16000 pixels and
had every single class and inte inheritence in it. It made it
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Yea, I know of the class view feature in 2K5, I was hoping for something
like a big ass tree...
showing all of the objects..
Again, I imagine this might be ugly as hell.. but that would be useful (I
think).
Like a periodic table for the Source
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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
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Visual Studio 2k5, click Class View tab, double click the class you are
interested in, that opens up the Object Browser, if it doesn't automatically
go to it you can then just browse to your class. Click on the + beside it
and it will drop down
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.
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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
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Ah sorry, you'd imagine it would be able to do that since you can have
classes display both their base types and derived types. Ah well sorry
about the prior post then, I can't really offer much to that topic.
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