diff --git a/dev/hitboxtest/source/mod/AvHServerUtil.cpp b/dev/hitboxtest/source/mod/AvHServerUtil.cpp index ea12268c..ad50c47f 100644 --- a/dev/hitboxtest/source/mod/AvHServerUtil.cpp +++ b/dev/hitboxtest/source/mod/AvHServerUtil.cpp @@ -1333,7 +1333,7 @@ void AvHGetLineBounds(const Vector& vecStart, const Vector& vecEnd, Vector& outM outMaxs[0] += kBoundingBoxPadding; outMaxs[1] += kBoundingBoxPadding; - outMins[2] += kBoundingBoxPadding; + outMaxs[2] += kBoundingBoxPadding; } @@ -1408,14 +1408,14 @@ void AvHSUServerTraceBullets(const Vector& inStart, const Vector& inEnd, IGNORE_ outProtected = false; // This is the old way that doesn't take into account skulk rotation. - UTIL_TraceLine(inStart, inEnd, inIgnoreMonsters, /*dont_ignore_glass,*/ inIgnoreEdict, &outTraceResult); + // UTIL_TraceLine(inStart, inEnd, inIgnoreMonsters, /*dont_ignore_glass,*/ inIgnoreEdict, &outTraceResult); // TEMP removed the skulk hitboxes since it's too risky for the LAN. // joev: 0000573 // this was commented out meaning that it was just stock tracelines, not using Max M's superb hitbox collision code. // Now *all* hitboxes perform as expected and the crouched fade can be shot pretty much anywhere on the model // (allowing for about a 5% visual disparity) - //AvHTraceLine(inStart, inEnd, inIgnoreMonsters, /*dont_ignore_glass,*/ inIgnoreEdict, &outTraceResult); + AvHTraceLine(inStart, inEnd, inIgnoreMonsters, /*dont_ignore_glass,*/ inIgnoreEdict, &outTraceResult); // :joev CBaseEntity* theEntityHit = CBaseEntity::Instance(outTraceResult.pHit);