❓ When can I get the current bone numbers?

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


Something i would do is, incross and then get bone number. (it's something i would do since i know any other way)
Quote Originally Posted by ImStyL View Post


Something i would do is, incross and then get bone number. (it's something i would do since i know any other way)
Why are you giving him false information? These images only apply to those models.. Certain models have different variants and the bone numbers change.

But if you want general bones. I believe 0-6 doesnt change across models.
Quote Originally Posted by 4nuoFZf9aE View Post


Why are you giving him false information? These images only apply to those models.. Certain models have different variants and the bone numbers change.
Never knew each models have different bone numbers,
Quote Originally Posted by ImStyL View Post
Never knew each models have different bone numbers,
For instance, the T models for dust2 have different bone numbers then the T models for office.
Quote Originally Posted by 4nuoFZf9aE View Post


For instance, the T models for dust2 have different bone numbers then the T models for office.
So how do people make bone esp's that can be used anywhere? Is there something in the SDK?
Quote Originally Posted by ActualCheats View Post
So how do people make bone esp's that can be used anywhere? Is there something in the SDK?
Are you internal?
Indeed I am, I'm also using the SDK from MarkHC's base.
Quote Originally Posted by ActualCheats View Post
Indeed I am, I'm also using the SDK from MarkHC's base.
Code:
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 );
			}
		}
	}
}
Thanks! Just wondering other than the drawing and vectors do you mind explaining it to me so I'm not just mindlessly C&P-ing?
Quote Originally Posted by ActualCheats View Post
Thanks! Just wondering other than the drawing and vectors do you mind explaining it to me so I'm not just mindlessly C&P-ing?
Well since, you are using MarkHC base it should be already set up for you to a point. You will have to fix some stuff in that and figure it out on your own.
Oh, okay. Thanks for all the help!
/Solved & closed.
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