Ragdoll models as scripted entities- incorrect physics

Hi, I’m having issues with scripted entities. When I set the model of a model with a ragdoll like say, http://www.garrysmod.org/downloads/?a=view&id=115389 the physics model is rotated 90 degrees on all axis away. This means I need to fiddle about with bone matrices, which are annoying and time consuming. Is there some kind of physics type I need to use aside from the usual SOLID_VPHYSICS?

Here’s a list of them:

SHARED | 0000000000000000 | 00000000000000000 | SOLID_NONE
SHARED | 0000000000000001 | 00000000000000001 | SOLID_BSP
SHARED | 0000000000000002 | 00000000000000010 | SOLID_BBOX
SHARED | 0000000000000003 | 00000000000000011 | SOLID_OBB
SHARED | 0000000000000004 | 00000000000000100 | SOLID_OBB_YAW
SHARED | 0000000000000005 | 00000000000000101 | SOLID_CUSTOM
SHARED | 0000000000000006 | 00000000000000110 | SOLID_VPHYSICS

Source: http://maurits.tv/data/garrysmod/wiki/wiki.garrysmod.com/index4389.html#SOLID

Wouldn’t they only be needed to rotated once at spawn? And wouldn’t it only be 90 degrees? And wouldn’t it always be the same value?

Yes, but strangely, calling SetBonePosition on a bone that doesn’t exist rotates it into the right place, weirdly. It complicates things a lot, even manually rotating the base bone with vmatrix means any further rotations need to be offset too.