ent_bonereset(ENTITY*,STRING* name)
Resets a bone to it's default scale and
orientation.
ent_bonereset_branch(ENTITY*,STRING* name)
Resets a bone and all it's children
to their default position, scale and orientation.
ent_bonereset_all(ENTITY*)
Resets all bones of the current pose
of the entity.
Parameters:
ENTITY* - entity pointer
name - name of the bone, STRING* or char*
Returns:
0 if bone not found,
otherwise nonzero.
Speed:
Slow
Examples:
action endless_rotation()
{
ent_bonereset(my,"bone1");
while(1)
{
ent_bonerotate(my,"bone1",vector(time_step, 0, 0));
wait(1);
}
}
See also:
ent_bonescale, ent_bonerotate,
ent_animate,
ent_bonemove