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| Fakemeta function: | |
| PHP Code: | |
| EngFunc_GetBonePosition | |
| Description: | |
| The function allows to get the bone positions of an entity. This is best used on getting specific player origin points. | |
| These are the bones that a player has. | |
| Code: | |
| Bone 1 Name: "Bip01" | |
| Bone 2 Name: "Bip01 Pelvis" | |
| Bone 3 Name: "Bip01 Spine" | |
| Bone 4 Name: "Bip01 Spine1" | |
| Bone 5 Name: "Bip01 Spine2" | |
| Bone 6 Name: "Bip01 Spine3" | |
| Bone 7 Name: "Bip01 Neck" | |
| Bone 8 Name: "Bip01 Head" | |
| Bone 9 Name: "Bone01" | |
| Bone 10 Name: "Bip01 L Clavicle" | |
| Bone 11 Name: "Bip01 L UpperArm" | |
| Bone 12 Name: "Bip01 L Forearm" | |
| Bone 13 Name: "Bip01 L Hand" | |
| Bone 14 Name: "Bip01 L Finger0" | |
| Bone 15 Name: "Bip01 L Finger01" | |
| Bone 16 Name: "Bip01 L Finger1" | |
| Bone 17 Name: "Bip01 L Finger11" | |
| Bone 18 Name: "-- L knuckle" | |
| Bone 19 Name: "-- L Forearm twist" | |
| Bone 20 Name: "-- L wrist" | |
| Bone 21 Name: "-- L Elbow" | |
| Bone 22 Name: "-- L bicep twist" | |
| Bone 23 Name: "-- L shoulder outside" | |
| Bone 24 Name: "-- L Shoulder inside" | |
| Bone 25 Name: "Bip01 R Clavicle" | |
| Bone 26 Name: "Bip01 R UpperArm" | |
| Bone 27 Name: "Bip01 R Forearm" | |
| Bone 28 Name: "Bip01 R Hand" | |
| Bone 29 Name: "Bip01 R Finger0" | |
| Bone 30 Name: "Bip01 R Finger01" | |
| Bone 31 Name: "Bip01 R Finger1" | |
| Bone 32 Name: "Bip01 R Finger11" | |
| Bone 33 Name: "-- R knuckle" | |
| Bone 34 Name: "-- R wrist" | |
| Bone 35 Name: "-- R forearm twist" | |
| Bone 36 Name: "-- R Elbow" | |
| Bone 37 Name: "-- R bicep twist" | |
| Bone 38 Name: "-- R Shoulder inside" | |
| Bone 39 Name: "-- R shoulder outside" | |
| Bone 40 Name: "-- Neck smooth" | |
| Bone 41 Name: "-- R Butt" | |
| Bone 42 Name: "-- L butt" | |
| Bone 43 Name: "Bip01 L Thigh" | |
| Bone 44 Name: "Bip01 L Calf" | |
| Bone 45 Name: "Bip01 L Foot" | |
| Bone 46 Name: "Bip01 L Toe0" | |
| Bone 47 Name: "-- L ankle" | |
| Bone 48 Name: "-- L Knee" | |
| Bone 49 Name: "Bip01 R Thigh" | |
| Bone 50 Name: "Bip01 R Calf" | |
| Bone 51 Name: "Bip01 R Foot" | |
| Bone 52 Name: "Bip01 R Toe0" | |
| Bone 53 Name: "-- R Ankle" | |
| Bone 54 Name: "-- R Knee" | |
| Bone 55 Name: "Bomb" | |
| This image shows the locations of the bones, they are marked through blue points. The red point is the player origin. | |
| [IMG]http://img507.**************/img507/7762/playerskeleton.jpg[/IMG] | |
| Usage: | |
| PHP Code: | |
| // ENTITY is the player entity id | |
| // BONE_NUMBER you have to choose from the list above | |
| // bone_origin[3] is the vector where we save the bone origin | |
| // bone_angles[3] the vector that holds the angles of the bone. | |
| engfunc(EngFunc_GetBonePosition, ENTITY, BONE_NUMBER, Float:bone_origin[3], Float:bone_angles[3]) | |
| Useful Stocks: | |
| These stocks are made for CS/CZ you need to port them to other mods. | |
| This gets the hitgroup of the bone. | |
| PHP Code: | |
| #define BONE_HIT_HEAD 8 | |
| #define BONE_HIT_CHEST 6 | |
| #define BONE_HIT_STOMACH 4 | |
| #define BONE_HIT_LEFTARM 24 | |
| #define BONE_HIT_RIGHTARM 39 | |
| #define BONE_HIT_LEFTLEG 48 | |
| #define BONE_HIT_RIGHTLEG 54 | |
| #define HEAD_NECK 40 | |
| #define BONE_L_BUTT 41 | |
| #define BONE_R_BUTT 42 | |
| stock get_bone_hitgroup(number) | |
| { | |
| switch (number) | |
| { | |
| case HEAD_NECK: | |
| { | |
| return HIT_HEAD | |
| } | |
| case BONE_L_BUTT: | |
| { | |
| return HIT_LEFTLEG | |
| } | |
| case BONE_R_BUTT: | |
| { | |
| return HIT_RIGHTLEG | |
| } | |
| } | |
| if (1 <= number <= BONE_HIT_STOMACH) | |
| return HIT_STOMACH | |
| if (BONE_HIT_STOMACH < number <= BONE_HIT_CHEST) | |
| return HIT_CHEST | |
| if (BONE_HIT_CHEST < number <= BONE_HIT_HEAD) | |
| return HIT_HEAD | |
| if (BONE_HIT_HEAD < number <= BONE_HIT_LEFTARM) | |
| return HIT_LEFTARM | |
| if (BONE_HIT_LEFTARM < number <= BONE_HIT_RIGHTARM) | |
| return HIT_RIGHTARM | |
| if (BONE_HIT_RIGHTARM < number <= BONE_HIT_LEFTLEG) | |
| return HIT_LEFTLEG | |
| if (BONE_HIT_LEFTLEG < number <= BONE_HIT_RIGHTLEG) | |
| return HIT_RIGHTLEG | |
| return HIT_GENERIC | |
| } | |
| This gets the closest bone to the gunshot [Use this in FM_TraceLine and Ham_TraceAttack | |
| PHP Code: | |
| #define DISTANCE_CLEAR_HIT 2.0 | |
| stock find_closest_bone_to_gunshot(victim, Float:endtrace[3]) | |
| { | |
| new Float:angles[3], Float:origin[3], Float:dist = 9999999.99, Float:curorigin[3], bone_nr | |
| for (new i=1;i<=54;i++) | |
| { | |
| // Get the bone position | |
| engfunc(EngFunc_GetBonePosition, victim, i, curorigin, angles) | |
| // Calculate the distance vector | |
| xs_vec_sub(curorigin, endtrace, angles) | |
| // If this is smaller than the last small distance remember the value! | |
| if (xs_vec_len(angles) <= dist) | |
| { | |
| origin = curorigin | |
| dist = xs_vec_len(angles) | |
| bone_nr = i | |
| } | |
| // If distance is smaller than CLEARHIT! Break (We accept the last value!) | |
| if (dist <= DISTANCE_CLEAR_HIT) | |
| { | |
| break | |
| } | |
| } | |
| // Return the bone | |
| return bone_nr | |
| } |