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.
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> >
> >
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