Yes, I've fully compiled both DLLs. As for the models, they show the different hitboxes, also I can grab the entity's CBaseAnimating and iterate through the hitboxes. So I know they are there.
The problem is that the enginetrace, is done via the engine (hence the name.) So I have no way of knowing how it's checking for the hitboxes, or altering the code in question. It really makes no sense to me why it returns the hitbox/hitgroup as 0. Anyway, thanks for the input. On Sun, Feb 21, 2010 at 4:18 PM, Rodrigo 'r2d2rigo' Diaz <[email protected] > wrote: > Did you recompile both DLLs? Are you sure the model contains > hitgroup-specific info, so they are properly identified? > > 2010/2/21 James Martin <[email protected]> > > > A friend asked me to help start a mod, and I ran into a problem quite > early > > on. > > The request was for specific damage amount on a headshot. > > > > This seemed like an easy goal, but has me stumped. What would be the > proper > > way to detect a headshot? My first assumption was to check the "hitbox" > or > > "hitgroup" members from the CGameTrace. After searching the SDK, this > > seemed > > to be the right method. CBasePlayer::TraceAttack checks the hitgroup > there > > for scaling damage. > > The problem is, this just simply does not work for me. I added a simple > > console message to print the hitbox and hitgroup specified, and they > ALWAYS > > show as 0. (Which explains why the different damage doesn't work.) > > > > I've not messed with modeling any however, loading the model in the model > > viewer, I can see the hitboxes are there... > > > > I'm starting to think there is something painfully obvious that I'm > > overlooking here. If someone could please give me a hint as to what I'm > > doing wrong, I'd greatly appreciate it. > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

