void GetBonePosition(CBaseEntity *pEntity, int iBone, Vector *pVecOrigin, Vector *pVecAngles) { Vector vecOrigin, vecAngles; edict_t *pEdict = pEntity->edict(); // force to update frame StudioFrameAdvanceEnt(pEdict); pEntity->pev->angles.x = -pEntity->pev->angles.x; GET_BONE_POSITION(pEdict, iBone, vecOrigin, vecAngles); pEntity->pev->angles.x = -pEntity->pev->angles.x; if (!pEntity->IsPlayer()) { FixupAngles(pEdict, vecOrigin); } if (pVecOrigin) { *pVecOrigin = vecOrigin; } if (pVecAngles) { *pVecAngles = vecAngles; } }
/* <1092f> ../cstrike/dlls/animating.cpp:201 */ NOXREF void CBaseAnimating::GetBonePosition(int iBone, Vector &origin, Vector &angles) { GET_BONE_POSITION(ENT(pev), iBone, origin, angles); }