# GetSkeleton2DBoneCurrAngle

## Description

Returns the current angle of the specified bone in its currently animated position. This value will change whilst the bone is animating. If the bone does not exist it will return 0. Bone IDs start at 0.

## Definition

float GetSkeleton2DBoneCurrAngle( iSkeleton, bone )

float agk::GetSkeleton2DBoneCurrAngle( UINT iSkeleton, int bone )

## Parameters

- iSkeleton - ID of the skeleton to check
- bone - ID of the bone to check