// Boneaim By: <:PrOdIgY:>

void CalcBone(cl_entity_t *pEnt)
	 if(!vPlayers[pEnt->index].bStudioAim && cvar.boneaim)
	{
		float(*SBone)[][3][4]  = (float(*)[][3][4])pStudio->StudioGetBoneTransform();
		 if (cvar.boneaim > 8) {cvar.boneaim = 8;} 
		i = cvar.boneaim;
		{
        vPlayers[pEnt->index].vPlayerHead[0] = ((*SBone)[i][0][3]);
        vPlayers[pEnt->index].vPlayerHead[1] = ((*SBone)[i][1][3]);
        vPlayers[pEnt->index].vPlayerHead[2] = ((*SBone)[i][2][3]);
        vPlayers[pEnt->index].bGotHead = true;
		}
    }
