private void AddWeaponHold(string boneName, string mtxS) { // Offset from the bone position to the attachment point Matrix mtx = ParseData.StringToMatrix(mtxS); // The model must have been loaded first so the bonemap works int boneID = GetBoneID(boneName); AttachHold = new AttachmentPoint(boneID, mtx); }
private void AddWeaponHold(string boneName, string sX, string sY, string sZ, string sRotX, string sRotY, string sRotZ) { // Offset from the bone position to the attachment point float X = ParseData.FloatFromString(sX); float Y = ParseData.FloatFromString(sY); float Z = ParseData.FloatFromString(sZ); float rotateX = ParseData.FloatFromString(sRotX); float rotateY = ParseData.FloatFromString(sRotY); float rotateZ = ParseData.FloatFromString(sRotZ); // The model must have been loaded first so the bonemap works int boneID = GetBoneID(boneName); // Add the attachment point even if the bone is not valid // This is so that dummies can be added and ignored when attempted to be used AttachHold = new AttachmentPoint(boneID, X, Y, Z, rotateX, rotateY, rotateZ); }