Amxxprogramer / EngFunc_GetBonePosition.txt
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Fakemeta function:
PHP Code:
EngFunc_GetBonePosition
Description:
The function allows to get the bone positions of an entity. This is best used on getting specific player origin points.
These are the bones that a player has.
Code:
Bone 1 Name: "Bip01"
Bone 2 Name: "Bip01 Pelvis"
Bone 3 Name: "Bip01 Spine"
Bone 4 Name: "Bip01 Spine1"
Bone 5 Name: "Bip01 Spine2"
Bone 6 Name: "Bip01 Spine3"
Bone 7 Name: "Bip01 Neck"
Bone 8 Name: "Bip01 Head"
Bone 9 Name: "Bone01"
Bone 10 Name: "Bip01 L Clavicle"
Bone 11 Name: "Bip01 L UpperArm"
Bone 12 Name: "Bip01 L Forearm"
Bone 13 Name: "Bip01 L Hand"
Bone 14 Name: "Bip01 L Finger0"
Bone 15 Name: "Bip01 L Finger01"
Bone 16 Name: "Bip01 L Finger1"
Bone 17 Name: "Bip01 L Finger11"
Bone 18 Name: "-- L knuckle"
Bone 19 Name: "-- L Forearm twist"
Bone 20 Name: "-- L wrist"
Bone 21 Name: "-- L Elbow"
Bone 22 Name: "-- L bicep twist"
Bone 23 Name: "-- L shoulder outside"
Bone 24 Name: "-- L Shoulder inside"
Bone 25 Name: "Bip01 R Clavicle"
Bone 26 Name: "Bip01 R UpperArm"
Bone 27 Name: "Bip01 R Forearm"
Bone 28 Name: "Bip01 R Hand"
Bone 29 Name: "Bip01 R Finger0"
Bone 30 Name: "Bip01 R Finger01"
Bone 31 Name: "Bip01 R Finger1"
Bone 32 Name: "Bip01 R Finger11"
Bone 33 Name: "-- R knuckle"
Bone 34 Name: "-- R wrist"
Bone 35 Name: "-- R forearm twist"
Bone 36 Name: "-- R Elbow"
Bone 37 Name: "-- R bicep twist"
Bone 38 Name: "-- R Shoulder inside"
Bone 39 Name: "-- R shoulder outside"
Bone 40 Name: "-- Neck smooth"
Bone 41 Name: "-- R Butt"
Bone 42 Name: "-- L butt"
Bone 43 Name: "Bip01 L Thigh"
Bone 44 Name: "Bip01 L Calf"
Bone 45 Name: "Bip01 L Foot"
Bone 46 Name: "Bip01 L Toe0"
Bone 47 Name: "-- L ankle"
Bone 48 Name: "-- L Knee"
Bone 49 Name: "Bip01 R Thigh"
Bone 50 Name: "Bip01 R Calf"
Bone 51 Name: "Bip01 R Foot"
Bone 52 Name: "Bip01 R Toe0"
Bone 53 Name: "-- R Ankle"
Bone 54 Name: "-- R Knee"
Bone 55 Name: "Bomb"
This image shows the locations of the bones, they are marked through blue points. The red point is the player origin.
[IMG]http://img507.**************/img507/7762/playerskeleton.jpg[/IMG]
Usage:
PHP Code:
// ENTITY is the player entity id
// BONE_NUMBER you have to choose from the list above
// bone_origin[3] is the vector where we save the bone origin
// bone_angles[3] the vector that holds the angles of the bone.
engfunc(EngFunc_GetBonePosition, ENTITY, BONE_NUMBER, Float:bone_origin[3], Float:bone_angles[3])
Useful Stocks:
These stocks are made for CS/CZ you need to port them to other mods.
This gets the hitgroup of the bone.
PHP Code:
#define BONE_HIT_HEAD 8
#define BONE_HIT_CHEST 6
#define BONE_HIT_STOMACH 4
#define BONE_HIT_LEFTARM 24
#define BONE_HIT_RIGHTARM 39
#define BONE_HIT_LEFTLEG 48
#define BONE_HIT_RIGHTLEG 54
#define HEAD_NECK 40
#define BONE_L_BUTT 41
#define BONE_R_BUTT 42
stock get_bone_hitgroup(number)
{
switch (number)
{
case HEAD_NECK:
{
return HIT_HEAD
}
case BONE_L_BUTT:
{
return HIT_LEFTLEG
}
case BONE_R_BUTT:
{
return HIT_RIGHTLEG
}
}
if (1 <= number <= BONE_HIT_STOMACH)
return HIT_STOMACH
if (BONE_HIT_STOMACH < number <= BONE_HIT_CHEST)
return HIT_CHEST
if (BONE_HIT_CHEST < number <= BONE_HIT_HEAD)
return HIT_HEAD
if (BONE_HIT_HEAD < number <= BONE_HIT_LEFTARM)
return HIT_LEFTARM
if (BONE_HIT_LEFTARM < number <= BONE_HIT_RIGHTARM)
return HIT_RIGHTARM
if (BONE_HIT_RIGHTARM < number <= BONE_HIT_LEFTLEG)
return HIT_LEFTLEG
if (BONE_HIT_LEFTLEG < number <= BONE_HIT_RIGHTLEG)
return HIT_RIGHTLEG
return HIT_GENERIC
}
This gets the closest bone to the gunshot [Use this in FM_TraceLine and Ham_TraceAttack
PHP Code:
#define DISTANCE_CLEAR_HIT 2.0
stock find_closest_bone_to_gunshot(victim, Float:endtrace[3])
{
new Float:angles[3], Float:origin[3], Float:dist = 9999999.99, Float:curorigin[3], bone_nr
for (new i=1;i<=54;i++)
{
// Get the bone position
engfunc(EngFunc_GetBonePosition, victim, i, curorigin, angles)
// Calculate the distance vector
xs_vec_sub(curorigin, endtrace, angles)
// If this is smaller than the last small distance remember the value!
if (xs_vec_len(angles) <= dist)
{
origin = curorigin
dist = xs_vec_len(angles)
bone_nr = i
}
// If distance is smaller than CLEARHIT! Break (We accept the last value!)
if (dist <= DISTANCE_CLEAR_HIT)
{
break
}
}
// Return the bone
return bone_nr
}