I'm still not exactly sure what the problem is you're having, so here's some
basics:

1) The model the client is displaying has no effect on hitbox-traceline
intersection calculations (i.e. shooting the player).

2) The model (and specific pose) the client draws to represent the player
can be and is often a very different from the one the server uses.

3) "r_drawentities 3" and "r_drawentities 4" shows you where the CLIENT
thinks the hitboxes are.  It does not show you where the SERVER thinks they
are.  In fact, all "r_drawentities #" commands are client based and what is
displayed does not necessarily represent the servers view of the
model/world. I'm not aware of any debug output that will show you were the
server thinks a given models hitboxes are.

4) For all hitbox calculations, the SERVER uses the model referenced by the
players server side pev->model variable, and nothing else.

5) For display, the client uses a number of different methods to override
the model is shows for any given player, most commonly through something
like: "m_pRenderModel = IEngineStudio.SetupPlayerModel( m_nPlayerIndex );".
As a test, you should elimiate these overrides and change all occurances of
the above to: "m_pRenderModel = m_pCurrentEntity->model;".

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