CStudioHdr *C_FirstpersonBody::OnNewModel() { CStudioHdr *pRet = BaseClass::OnNewModel(); m_iBoneNeck = LookupBone( "ValveBiped.Bip01_Neck1" ); m_iBoneArmL = LookupBone( "ValveBiped.Bip01_L_UpperArm" ); m_iBoneArmR = LookupBone( "ValveBiped.Bip01_R_UpperArm" ); m_iPoseParam_MoveYaw = LookupPoseParameter( "move_yaw" ); return pRet; }
CStudioHdr *C_GStringPlayerRagdoll::OnNewModel() { CStudioHdr *ret = BaseClass::OnNewModel(); m_iBoneHead = LookupBone( "ValveBiped.Bip01_Head1" ); return ret; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CStudioHdr *CTFMinigun::OnNewModel( void ) { CStudioHdr *hdr = BaseClass::OnNewModel(); m_iBarrelBone = LookupBone( "barrel" ); // skip resetting this while recording in the tool // we change the weapon to the worldmodel and back to the viewmodel when recording // which causes the minigun to not spin while recording if ( !IsToolRecording() ) { m_flBarrelAngle = 0; m_flBarrelCurrentVelocity = 0; m_flBarrelTargetVelocity = 0; } return hdr; }