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);
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.