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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