Yes, sort of. You'll still have problems with hitbox collisions if the
hitboxes extend outside of the collision box. This is why the tentacle
sets its collision box to a 800x800x850 area (see SetObjectCollisionBox())
even though it uses a relatively small hull. If it didn't set its collision
ah, I follow you, and the SetObjectCollisionBox() takes the boxes values
from pev-mins and pev-maxs (in CBaseEntity at least, which is what
CBasePlayer uses).
So, if the models hull box is correct (ie it's colliding with world object
correctly) but the hit boxes are stuck in the middle of it's
There are two models to consider. The first is the model the server uses
to
compute traceline hits, and the second is the model the client is
displaying. These don't have to be the same thing, are quite often
aren't.
Having the client version being a large model and the servers being the
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