Yeah sorry about that, bit distract just typing up my responses at work, I don't have access to this chunk of code your showing. I do see we have Get_Bullseye_Offset_Z, so obviously we might still be able to do
Vector3 SoldierGameObj::Get_Bullseye_Position()
{
if (Vehicle)
return Vehicle->Get_Bullseye_Position();
RenderObjClass* model = Peek_Physical_Object()->Peek_Model();
int boneIndex = model->Get_Bone_Index("target");
if (boneIndex > 0)
return model->Get_Bone_Transform(boneIndex).Get_Translation();
boneIndex = model->Get_Bone_Index("C SPINE1");
if (boneIndex > 0)
return model->Get_Bone_Transform(boneIndex).Get_Translation();
Vector3 pos;
Get_Position(&pos);
pos.Z += Is_Crouched() ? 0.5f : Get_Bullseye_Offset_Z();
return pos;
}
Unless that stuff has been changed as well.