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CSGO: Hitbox->bone for Legs and Arms are > 128
I ran into a extremely strange issues, and I asked my friends and they too are puzzled. hitbox->bone is somehow returning very large numbers > 128 if it’s a Leg or Arm Hitbox ID. Has anyone else ran into this issue before? If so, anything I may be doing wrong? Below is the code I am using. Like I stated above, any arm hitbox id or leg will result in this large number.
auto* renderable = reinterpret_cast using OriginalFn = bool(__thiscall*)(void*, matrix3x4a_t*, int, int, float); matrix3x4a_t matrix[MAXSTUDIOBONES]; auto hdr = interfaces->get_model_info_client()->GetStudioModel(model); auto hitbox_set = player_manager->get_hitbox_set(target); auto set = hdr->pHitboxSet(hitbox_set); auto hitbox = set->pHitbox(i); auto mins = Vector(), maxs = Vector(); VectorTransform(hitbox->bbmin, matrix[hitbox->bone], mins); All structs used are directly from the SDK, and are updated to my knowledge. Please let me know if you need me to provide any further information or code snippets, I will be glad to. Thank you |
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