I came up with the same solution but I thought it should be better to use
the normal fly physics to handle the collision detection. The additional
trace ended up in a lot of special cases for player behind player etc. I
also tried to override functions like ResolveFlyCollisionCustom() and
TestCollision() but that got me nowhere.


On Fri, Apr 25, 2008 at 8:18 PM, Keeper <[EMAIL PROTECTED]> wrote:

> What I did is use the origin of the entity to trace a line in the direction
> that entity is travelling.  Doing that you can then pass the hitbox info
> on.
> I did that in my override for the touch method.
>
> Keeper
>
> -----Original Message-----
> From: Arne Sikstrom [mailto:[EMAIL PROTECTED]
> Sent: Friday, April 25, 2008 12:55 PM
> To: hlcoders
> Subject: [hlcoders] Touch() for player model hitboxes
>
> I have a projectile based on the CBaseCombatCharacter class that I want to
> only hit the hitboxes on the player model. The problem is that the Touch()
> function is called for the collision with the outer bounding box of the
> player. My setting for the projectile looks like this:
> SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
> SetSolid( SOLID_BBOX );
> SetSolidFlags( FSOLID_NOT_STANDABLE  );
>
> Is there a way to get the projectile to ignore the bounding box and only
> react to the player model hitboxes?
>
> /Arne
>
>
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