There's probably a way to transform hitboxes into world space, in which case you'd check for the closest one, or you could back up a vector along the x negative units of the forward vector of the bolt when it collided, and run a raycast and grab the hitbox like that(bit hacky)
From: ibutsu <[EMAIL PROTECTED]> Reply-To: [email protected] To: [email protected] Subject: [hlcoders] Crossbow bolts/projectiles and hitgroups Date: Sun, 26 Jun 2005 01:11:25 -0400 Hello, I've made a bullet/projectile class based off the crossbow bolt, but I've noticed that the crossbow bolt (and thus my projectiles) do not provide hitgroup information, is there any (preferably easy :) way to have this implemented, if it is at all possible? Thanks for your help, - ibutsu _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
_________________________________________________________________ Scan and help eliminate destructive viruses from your inbound and outbound e-mail and attachments. http://join.msn.com/?pgmarket=en-ca&page=byoa/prem&xAPID=1994&DI=1034&SU=http://hotmail.com/enca&HL=Market_MSNIS_Taglines Start enjoying all the benefits of MSNĀ® Premium right now and get the first two months FREE*. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

