❓ When can I get the current bone numbers?
Is there a dump or do I have to do something manually?

void Skeleton( CBaseEntity *Entity, Color color )
{
studiohdr_t* pStudioModel = I::ModelInfo->GetStudioModel( Entity->GetModel() );
if( pStudioModel )
{
static matrix3x4_t pBoneToWorldOut[ 128 ];
if( Entity->SetupBones( pBoneToWorldOut, 128, 256, I::Globals->curtime ) )
{
for( int i = 0; i < pStudioModel->numbones; i++ )
{
mstudiobone_t* pBone = pStudioModel->pBone( i );
if( !pBone || !( pBone->flags & 256 ) || pBone->parent == -1 )
continue;
Vector vBonePos1;
if( !D::WorldToScreen( Vector( pBoneToWorldOut[ i ][ 0 ][ 3 ], pBoneToWorldOut[ i ][ 1 ][ 3 ], pBoneToWorldOut[ i ][ 2 ][ 3 ] ), vBonePos1 ) )
continue;
Vector vBonePos2;
if( !D::WorldToScreen( Vector( pBoneToWorldOut[ pBone->parent ][ 0 ][ 3 ], pBoneToWorldOut[ pBone->parent ][ 1 ][ 3 ], pBoneToWorldOut[ pBone->parent ][ 2 ][ 3 ] ), vBonePos2 ) )
continue;
D::DrawLine( ( int )vBonePos1.x, ( int )vBonePos1.y, ( int )vBonePos2.x, ( int )vBonePos2.y, color );
}
}
}
}