Energy Reload
-
Автор темы
- #1
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
C++:
void CyborgChimera(IEntity* pEnt,DWORD Color)
{
DrawBoneByName(pEnt,"weapon_bone","Bip01 R Finger0", Color);//35-34
DrawBoneByName(pEnt,"Bip01 R Finger0","Bip01 R Hand", Color);//34-33
DrawBoneByName(pEnt,"Bip01 R Hand","Bip01 R Hand_jnt01", Color);//33-36
DrawBoneByName(pEnt,"Bip01 R Hand_jnt01","Bip01 R UpperArm_jnt004", Color);//36-29
DrawBoneByName(pEnt,"Bip01 R UpperArm_jnt004","Bip01 R UpperArm_jnt005", Color);//29-30
DrawBoneByName(pEnt,"Bip01 R Hand","Bip01 R Forearm", Color);//33-28
DrawBoneByName(pEnt,"Bip01 R Forearm","Bip01 R UpperArm", Color);//28-27
DrawBoneByName(pEnt,"Bip01 R UpperArm","Bip01 R UpperArm_Box", Color);//27-31
DrawBoneByName(pEnt,"Bip01 R UpperArm_Box","Bip01 R UpperArm_jnt005", Color);//31-30
DrawBoneByName(pEnt,"Bip01 R Calf","Bip01 R Thigh", Color);//52 - 8
DrawBoneByName(pEnt,"Bip01 R Calf_jnt01","Bip01 R Calf", Color);// 55 - 52
DrawBoneByName(pEnt,"Bip01 R HorseLink","Bip01 R Calf_jnt01", Color);// 54 - 55
DrawBoneByName(pEnt,"Bip01 R HorseLink","Bip01 R Foot", Color);// 54 - 56
DrawBoneByName(pEnt,"Bip01 R Foot","Bip01 R Heel", Color);// 56 - 63
////////////////////////////////////////////////////////////////////////////////////////
DrawBoneByName(pEnt,"alt_weapon_bone01","Bip01 L Finger0", Color);// 24 - 23
DrawBoneByName(pEnt,"Bip01 L Finger0","Bip01 L Hand", Color);// 23 - 22
DrawBoneByName(pEnt,"Bip01 L Hand","Bip01 L Forearm", Color);// 22 - 18
DrawBoneByName(pEnt,"Bip01 L Hand","Bip01 L Hand_jnt01", Color);// 22 - 25
DrawBoneByName(pEnt,"Bip01 L Hand_jnt01","Bip01 L UpperArm_jnt01", Color);// 25 - 19
DrawBoneByName(pEnt,"Bip01 L Forearm","Bip01 L UpperArm", Color);// 18 - 17
DrawBoneByName(pEnt,"Bip01 L UpperArm_jnt01","Bip01 L UpperArm_jnt02", Color);// 19 - 20
DrawBoneByName(pEnt,"Bip01 L UpperArm","Bip01 L UpperArm_jnt02", Color);// 17 - 20
DrawBoneByName(pEnt,"Bip01 L Calf","Bip01 L Thigh", Color);//40 - 7
DrawBoneByName(pEnt,"Bip01 L Calf_jnt01","Bip01 L Calf", Color);// 41 - 40
DrawBoneByName(pEnt,"Bip01 L HorseLink","Bip01 L Calf_jnt01", Color);// 42 - 43
DrawBoneByName(pEnt,"Bip01 L HorseLink","Bip01 L Foot", Color);// 42 - 44
DrawBoneByName(pEnt,"Bip01 L Foot","Bip01 L Heel", Color);// 44 - 51
//////////////////////////////////////////////////////////////////////////////
DrawBoneByName(pEnt,"Bip01 L Thigh","Bip01 Pelvis", Color);//7 - 1
DrawBoneByName(pEnt,"Bip01 R Thigh","Bip01 Pelvis", Color);// 8 - 1
DrawBoneByName(pEnt,"Bip01 Pelvis","Bip01 Spine", Color);// 1 - 3
DrawBoneByName(pEnt,"Bip01 Spine","Bip01 Spine1", Color);// 3 - 6
DrawBoneByName(pEnt,"Bip01 Spine1","Bip01 Spine2", Color);// 6 - 9
DrawBoneByName(pEnt,"Bip01 Spine2","Bip01 Neck", Color);// 9 - 13
DrawBoneByName(pEnt,"Bip01 Neck","Bip01 Head", Color);// 13 - 16
DrawBoneByName(pEnt,"Bip01 Head","Bip01 R UpperArm_jnt005", Color);// 16 - 30
DrawBoneByName(pEnt,"Bip01 Head","Bip01 L UpperArm_jnt02", Color);// 16 - 20
//DrawBoneByName(pEnt, L"Bip01 Head", L"Bip01 Spine1 Cabble", Color);// 16 - 12
DrawBoneByName(pEnt,"Bip01 Head","eye_right_bone", Color);// 16 - 77
DrawBoneByName(pEnt,"Bip01 Head","eye_left_bone", Color);// 16 - 76
}
C++:
void DrawBoneByName(IEntity* pEnt, string Start, string End, DWORD Color)
{
Vec3 vvStart, vvEnd;
__int16 id_start, id_end;
if (!pEnt)return;
ICharacterInstance* GetCharacter = pEnt->GetCharacter();
if (!GetCharacter)return;
ISkeletonPose* m_pSkeleton = GetCharacter->GetISkeletonPose();
if (!m_pSkeleton)return;
id_start = GetBoneId(pEnt, Start.c_str());
id_end = GetBoneId(pEnt, End.c_str());
if (id_start != -1)
{
if (id_end != -1)
{
Matrix34 vStart = pEnt->GetProjectedWorldBBox() * Matrix34(m_pSkeleton->GetAbsJointByID(id_start));
Matrix34 vEnd = pEnt->GetProjectedWorldBBox() * Matrix34(m_pSkeleton->GetAbsJointByID(id_end));
if (vStart.GetTranslation() == Vec3{ 0,0,0 })return;
if (vEnd.GetTranslation() == Vec3{ 0,0,0 })return;
if (WorldToScreen(vStart.GetTranslation(), vvStart))
{
if (WorldToScreen(vEnd.GetTranslation(), vvEnd))
{
DrawLine(vvStart, vvEnd, Color);
} }
}
}
}