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Calculating a player's bone positions #151

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joshdixon opened this issue Oct 26, 2018 · 5 comments
Open

Calculating a player's bone positions #151

joshdixon opened this issue Oct 26, 2018 · 5 comments

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@joshdixon
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Hi, I was wondering how I could calculate a player's bone positions inside the parser and what properties I would need to do this. The only relevant thing I have found so far is m_nForceBone, but I'm not sure how I could use this in anyway.

Does anyone know how I can achieve this? Any help would be appreciated.

@master117
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You have position, view direction and equipped gun. From these you can calculate the bones using a 3d model with the correct animation applied. I doubt that demos contain the information you seek.

@joshdixon
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Okay, thanks for your quick reply. since posting this i have found the vectors m_Collision.m_vecMaxs and m_Collision.m_vecMins which have worked pretty well for determining if an enemy player is visible by performing a raycast with the correct map BSP loaded

@master117
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What do you use to apply the maps geometry in your calculations? How do you load the BSP?

@joshdixon
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@Vis-Viva
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The issue of calculating who is visible to who is very relevant to my interests - did anything ever come of this for either of you? Any code you're willing to share?

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3 participants