studiohdr_t* studio_model = interfaces.ModelInfo()->GetStudioModel(model);
if (!studio_model)
return;
for (int j = 0; j < 12; ++j)
{
if (!backtracking->backtrack_records[player_index][j].valid)
continue;
const auto matrix = backtracking->backtrack_records[player_index][j].boneMatrix;
for (size_t i = 0; i < size_t(studio_model->numbones); ++i)
{
mstudiobone_t* pBone = studio_model->pBone(i);
if (!pBone || !(pBone->flags & 256) || pBone->parent == -1)
continue;
ImVec2 vBonePos1;
if (!Utils::WorldToScreen(Vector(matrix[i][0][3], matrix[i][1][3], matrix[i][2][3]), vBonePos1))
continue;
ImVec2 vBonePos2;
if (!Utils::WorldToScreen(Vector(matrix[pBone->parent][0][3], matrix[pBone->parent][1][3], matrix[pBone->parent][2][3]), vBonePos2))
continue;
renderer->AddLine(vBonePos1, vBonePos2, settings->colors.skeleton);
}
}