[hlcoders] The rib bone's connected to?

2007-12-27 Thread Maarten De Meyer
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

Re: [hlcoders] The rib bone's connected to?

2007-12-27 Thread Tony omega Sergi
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

RE: [hlcoders] The rib bone's connected to?

2007-12-27 Thread Brandon N/A
-- [ Picked text/plain from multipart/alternative ] 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 -- [ Picked text/plain from multipart/alternative ] hmm.. A quick look at

Re: [hlcoders] The rib bone's connected to?

2007-12-27 Thread Minh
-- [ 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

Re: [hlcoders] The rib bone's connected to?

2007-12-27 Thread Maarten De Meyer
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

Re: [hlcoders] The rib bone's connected to?

2007-12-27 Thread Minh
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] The rib bone's connected to?

2007-12-27 Thread Tom Leighton
Like class diagrams in VC# ? That would be cool, but i don't think you can do that in C++ Projects :S Minh wrote: -- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] The rib bone's connected to?

2007-12-27 Thread Adam Maras (memzero)
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: -- [ Picked text/plain from multipart/alternative ] yea, sometimes when im coding so hard, I lose

Re: [hlcoders] The rib bone's connected to?

2007-12-27 Thread Jed
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: -- [ Picked

Re: [hlcoders] The rib bone's connected to?

2007-12-27 Thread Minh
-- [ Picked text/plain from multipart/alternative ] 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:

Re: [hlcoders] The rib bone's connected to?

2007-12-27 Thread Tom Leighton
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

Re: [hlcoders] The rib bone's connected to?

2007-12-27 Thread Minh
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] The rib bone's connected to?

2007-12-27 Thread Andrew Ritchie
-- [ 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

Re: [hlcoders] The rib bone's connected to?

2007-12-27 Thread Andrew Ritchie
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] The rib bone's connected to?

2007-12-27 Thread Maarten De Meyer
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

RE: [hlcoders] The rib bone's connected to?

2007-12-27 Thread Jay Stelly
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

Re: [hlcoders] The rib bone's connected to?

2007-12-27 Thread Andrew Ritchie
-- [ Picked text/plain from multipart/alternative ] 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. --