Is the trace hitting the hitgroups? Could it be colliding with a player
bounding box or some other thing? Check the parameters of your trace?

On Sun, Feb 21, 2010 at 1:43 PM, James Martin <altplu...@gmail.com> wrote:

> I'm just using the player models (dod) that came with the sdk. I've not
> messed with modeling at all :-/
>
> In the model viewer, it shows each of the hitboxes in proper groups.
> Hitbox 13 and 14 are neck and head, respectively. They are both in group 1.
> (HITGROUP_HEAD)
>
> So, everything seems to be just fine outside of the code.
>
> Let me know if you have any more ideas, maybe there's something I
> overlooked...
>
> On Sun, Feb 21, 2010 at 4:33 PM, Rodrigo 'r2d2rigo' Diaz <
> r2d2r...@gmail.com
> > wrote:
>
> > If you are using a custom model, maybe it has autogenerated hitboxes or
> all
> > of them are set as group 0. Check the VDC for more info:
> > http://developer.valvesoftware.com/wiki/$hbox
> >
> > 2010/2/21 James Martin <altplu...@gmail.com>
> >
> > > 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 <
> > > r2d2r...@gmail.com
> > > > 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 <altplu...@gmail.com>
> > > >
> > > > > 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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