Revision Difference
Hitboxes#547771
<cat>Code.Game</cat>⤶
<title>Hitboxes</title>⤶
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<warning>This feature is not yet available.</warning>⤶
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# Using Hitbox Tags⤶
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We removed hitgroups in favour of Hitbox Tags, similar to how we use them for collisions. Here's how they work.⤶
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## ModelDoc ⤶
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When editing a hitbox from ModelDoc, you'll see Hitbox Tags. Populate them with some useful keywords like so:⤶
<upload src="97/8dab065acd70d6e.png" size="18164" name="image.png" />⤶
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## API⤶
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When running traces, you'll see TraceResult.Hitbox. That'll hold all the info you'll need when interacting with hitboxes. We also pass it with DamageInfo.⤶
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Before, you'd be given a hitbox index, and that's it. It wasn't elegant at all.⤶
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With hitbox tags, it's way more explicit:⤶
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```csharp⤶
...⤶
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var isHeadshot = damageInfo.Hitbox.HasTag( "head" );⤶
if ( isHeadshot )⤶
{⤶
// Multiply headshot damage by 2⤶
damageInfo.Damage *= 2f;⤶
}⤶
```⤶
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You can also grab the hitbox's name with [Hitbox.GetName()](https://asset.party/api/Hitbox.GetName()) - useful for debugging.⤶