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Hitboxes#560914

<cat>Code.Physics</cat> <title>Hitboxes</title> # Using Hitbox Tags We removed hitgroups in favour of Hitbox Tags, similar to how we use them for collisions. Here's how they work. ## ModelDoc 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" /> <note>You don't need to update the Citizen's hitbox tags, we've done that for you</note> ## Trace.Ray and Entities To be able to hit a Hitbox with a Trace.Ray, you must call `UseHitboxes()` on it before `Run()`: ```csharp TraceResult tr = Trace.Ray(Camera.Position, Camera.Position + Camera.Rotation.Forward * 100) .Ignore(this) .UseHitboxes() .Run(); ``` ⤶ Also for the Entity, during its spawning it needs to have `EnableHitboxes` set:⤶ ⤶ ```csharp⤶ EnableHitboxes = true;⤶ ```⤶ or your ray will just hit its collision box, even when you set `UseHitboxes()`.⤶ ## API 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. Before, you'd be given a hitbox index, and that's it. It wasn't elegant at all. With hitbox tags, it's way more explicit: ```csharp ... var isHeadshot = damageInfo.Hitbox.HasTag( "head" ); if ( isHeadshot ) { // Multiply headshot damage by 2 damageInfo.Damage *= 2f; } ``` You can also grab the hitbox's name with [Hitbox.GetName()](https://asset.party/api/Sandbox.Hitbox.GetName()) - useful for debugging.