Code:
void aim(ClientPlayer *cloestSoldier, ClientPlayer *clientSoldier)
{
....//start of code hurr durr
.....//hurr durr
if (temp >100)
{
iSecret = rand() % 10 + 1;
temp = 0;
}
switch (iSecret)
{
/*
BONE_HEAD = 104,
BONE_NECK = 142,
BONE_SPINE2 = 7,
BONE_SPINE1 = 6,
BONE_SPINE = 5,
BONE_LEFTSHOULDER = 9,
BONE_RIGHTSHOULDER = 109,
BONE_LEFTELBOWROLL = 11,
BONE_RIGHTELBOWROLL = 111,
BONE_LEFTHAND = 15,
BONE_RIGHTHAND = 115,
BONE_LEFTKNEEROLL = 188,
BONE_RIGHTKNEEROLL = 197,
BONE_LEFTFOOT = 184,
BONE_RIGHTFOOT = 198*/
case 1:
GetBone(cloestSoldier->GetClientSoldier(), &vHead, UpdatePoseResultData::BONE_HEAD);
break;
case 2:
GetBone(cloestSoldier->GetClientSoldier(), &vHead, UpdatePoseResultData::BONE_NECK);
break;
case 3:
GetBone(cloestSoldier->GetClientSoldier(), &vHead, UpdatePoseResultData::BONE_SPINE2);
break;
case 4:
GetBone(cloestSoldier->GetClientSoldier(), &vHead, UpdatePoseResultData::BONE_SPINE1);
break;
case 5:
GetBone(cloestSoldier->GetClientSoldier(), &vHead, UpdatePoseResultData::BONE_LEFTSHOULDER);
break;
case 6:
GetBone(cloestSoldier->GetClientSoldier(), &vHead, UpdatePoseResultData::BONE_RIGHTSHOULDER);
break;
case 7:
GetBone(cloestSoldier->GetClientSoldier(), &vHead, UpdatePoseResultData::BONE_LEFTELBOWROLL);
break;
case 8:
GetBone(cloestSoldier->GetClientSoldier(), &vHead, UpdatePoseResultData::BONE_RIGHTELBOWROLL);
break;
case 9:
GetBone(cloestSoldier->GetClientSoldier(), &vHead, UpdatePoseResultData::BONE_LEFTHAND);
break;
case 10:
GetBone(cloestSoldier->GetClientSoldier(), &vHead, UpdatePoseResultData::BONE_RIGHTHAND);
break;
}
.....//rest of shit
.....
temp++
}