Revision Difference
Entity:ManipulateBoneAngles#518328
<function name="ManipulateBoneAngles" parent="Entity" type="classfunc">
<description>
Sets custom bone angles.
<note>The repeated use of bone manipulation in multiplayer games is highly discouraged due to the huge produced network traffic.</note>
</description>
<realm>Shared</realm>
<args>
<arg name="boneID" type="number">Index of the bone you want to manipulate</arg>
<arg name="ang" type="Angle">Angle to apply.

The angle is relative to the original bone angle, not relative to the world or the entity.</arg>⤶
<arg name="ang" type="Angle">Angle to apply.⤶
⤶
The angle is relative to the original bone angle, not relative to the world or the entity.</arg>⤶
</args>
</function>
<example>
<description>
This example shows the network usage impact of repeatedly using bone manipulation serverside.
To see the difference, type in client's console: **net_graph 3**
The rotation is not smooth when using <page>Entity:SetNWFloat</page>() because it does not update the value on every frame.
</description>
<code>
local server_only = true -- Change the value!
if server_only then
if SERVER then
hook.Add( "Think", "bone_manipulation_test", function()
for _,ent in ipairs( ents.FindByModel( "models/buggy.mdl" ) ) do
ent:ManipulateBoneAngles( 28, Angle( 0,0,RealTime()*180 ) )
end
end )
else
hook.Add( "Think", "bone_manipulation_test", function()
end )
end
else
if SERVER then
hook.Add( "Think", "bone_manipulation_test", function()
for _,ent in ipairs( ents.FindByModel( "models/buggy.mdl" ) ) do
ent:SetNWFloat( "bone_manipulation_test", RealTime()*180 ) -- Entity:SetNW....() do not broadcast new values instantly
end
end )
else
hook.Add( "Think", "bone_manipulation_test", function()
for _,ent in ipairs( ents.GetAll() ) do
if ent:GetModel() == "models/buggy.mdl" then
ent:ManipulateBoneAngles( 28, Angle( 0,0,ent:GetNWFloat( "bone_manipulation_test" ) ) )
end
end
end )
end
end
</code>
<output>Rotation of the ammo box of all HL2 buggies.</output>
</example>