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Hitbox group pen#2002

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AdamTadeusz wants to merge 2 commits into
NeotokyoRebuild:masterfrom
AdamTadeusz:366_hitboxgrouppen
Open

Hitbox group pen#2002
AdamTadeusz wants to merge 2 commits into
NeotokyoRebuild:masterfrom
AdamTadeusz:366_hitboxgrouppen

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@AdamTadeusz

@AdamTadeusz AdamTadeusz commented Jun 30, 2026

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Description

Any bullet that hits a player model extremity now does a second check where it hit a player while ignoring those hitbox groups, generally decreasing the ttk as for example arms no longer block shots to the chest.

Currently stops shots that would have gibbed a model from doing so if the shot ends up hitting a main hitbox behind it, I'm going to say that's fine for now? My explanation for that is uhh the limb has something to brace against so it doesn't pop off as easily.

Might need to ask the community what they think.

Shotguns are very scary now.

Tbh even an srm shreds now.

Toolchain

  • Windows MSVC VS2022

@AdamTadeusz AdamTadeusz marked this pull request as draft June 30, 2026 17:42
@AdamTadeusz AdamTadeusz requested a review from a team June 30, 2026 18:57
@AdamTadeusz AdamTadeusz marked this pull request as ready for review June 30, 2026 18:57
tr.surface.flags = SURF_HITBOX;
tr.surface.surfaceProps = physprops->GetSurfaceIndex( pBone->pszSurfaceProp() );

if (fContentsMask & CONTENTS_HITBOX)

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the only changes from the CBaseAnimating baseclass implementation should be in this if loop, I've skipped the ismultiplayer checks in the other player classes that otherwise scale the player's hitbox down in singleplayer

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