Bounding boxes are defined in Gamerules.cpp

line 34 - 48

static CViewVectors g_DefaultViewVectors(
Vector( 0, 0, 64 ),
Vector(-16, -16, 0 ),
Vector( 16, 16, 72 ),  <-- standing

Vector(-16, -16, 0 ),
Vector( 16, 16, 36 ), <-- ducking
Vector( 0, 0, 28 ),

Vector(-10, -10, -10 ),
Vector( 10, 10, 10 ),
Vector( 0, 0, 14 ) <-- no idea?

);


r00t 3:16 CQC Gaming www.cqc-gaming.com


----- Original Message ----- From: "Jonathan Dance" <[EMAIL PROTECTED]> To: <[email protected]> Cc: "Tim Jones" <[EMAIL PROTECTED]> Sent: Wednesday, April 27, 2005 10:21 PM Subject: Re: [hlcoders] HitBoxes ?


OK, if I could take that back, found a back post on it. Bounding
boxes = collision bounds?

Sample code was...

    bool CreateVPhysics()
    {
        SetSolid( SOLID_BBOX );
        SetCollisionBounds( -Vector(12,12,12), Vector(12,12,12);
    ....

So I imagine I can find this for players as well.

On Apr 27, 2005, at 10:19 PM, Jonathan Dance wrote:

Hmm... Where / how are the bounding boxes defined?

On Apr 27, 2005, at 4:17 PM, Matt Boone wrote:


Do your hitboxes extend outside of the bounding box?

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
Dance
Sent: Wednesday, April 27, 2005 1:04 PM
To: [email protected]
Subject: Re: [hlcoders] HitBoxes ?

We are noticing this too. The hitboxes seem like they should work
using
sv_showhitboxes / sv_showimpacts, but when ducking, the bullets pass
right  through the hitbox, particularly the head hitbox. Anyone know
what the root cause of this is?

--JD

On Jan 3, 2005, at 3:21 AM, r00t 3:16 wrote:



Anyone notice when you run / crouch / jump etc The hit box is
off? It
seemed to do this is CS:S also and I thought it was a CS:S bug.
However it is also doing the same thing in the MP SDK..

Anyone else notice this?



r00t 3:16
CQC Gaming
www.cqc-gaming.com


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