Revision Difference
Entity:ManipulateBoneAngles#546754
<function name="ManipulateBoneAngles" parent="Entity" type="classfunc">
<description>
Sets custom bone angles.
<bug issue="5148">When used repeatedly serverside, this method is strongly discouraged due to the huge network traffic produced.</bug>
</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="networking" type="boolean" default="true">boolean to network these changes (if called from server)</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.Remove( "Think", "bone_manipulation_test" )
end
else
if SERVER then
hook.Add( "Think", "bone_manipulation_test", function()
for _, ent in ipairs( ents.FindByModel( "models/buggy.mdl" ) ) do
-- Entity:SetNW....() do not broadcast new values instantly.
ent:SetNWFloat( "bone_manipulation_test", RealTime() * 180 )
end
end )
else
hook.Add( "Think", "bone_manipulation_test", function()
for _, ent in ipairs( ents.FindByModel( "models/buggy.mdl" ) ) do
ent:ManipulateBoneAngles( 28, Angle( 0, 0, ent:GetNWFloat( "bone_manipulation_test" ) ) )
end
end )
end
end
</code>
<output>Rotation of the ammo box of all HL2 buggies.</output>
</example>