/*if(cvar.bone)
	  	{
		int ax = pEnt->index;
		 if(!vPlayers[pEnt->index].bGotHead) 
		{
			vec3_t pos;
			pBoneMatrix = (BoneMatrix_t*)IEngineStudio.StudioGetBoneTransform(); 
			//Head 11 bone 7 | Low Head 9 bone 5 | Chest 8 bone 4 | Stomach 7 bone 3
			int i = cvar.bone;
			pos[ 0 ] = (*pBoneMatrix)[ i ][ 0 ][ 3 ];
			pos[ 1 ] = (*pBoneMatrix)[ i ][ 1 ][ 3 ];
			pos[ 2 ] = (*pBoneMatrix)[ i ][ 2 ][ 3 ];
			VectorCopy(pos, vPlayers[ax].vBoneSpot);
			vPlayers[pEnt->index].bGotHead = true;
			//vPlayers[ax].vPlayerHead - vPlayers[ax].getEnt()->origin; 
            //Vector vLog = (vPlayers[ax].vPlayerHead - pEnt->origin);
		}
	}*/	