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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
}