• Location of weapon worldmodel clientside & weird renderbounds
    0 replies, posted
I'm trying to set the renderbounds of a SWEP I'm making that fires a beam at another entity. However, when I call GetPos on the SWEP, it returns the player's crotch. I solved that by using the hand bone like this:     local bone = self:LookupBone("ValveBiped.Bip01_R_Hand")     local matt = self:GetBoneMatrix(bone);     local pos = matt:GetTranslation();     pos = pos         + matt:GetForward() * 5         + matt:GetRight() * 5;     self:DrawMagicBeam(pos); But that doesn't help me when setting the render bounds. I tried debugging the issue in thirdperson with this code function SWEP:Think()     local min, max = self:GetRenderBounds();     local pos = self:GetPos();     local centre =  self:OBBCenter();     local t = FrameTime();     debugoverlay.Cross(pos, 5, t, color_white, true);     debugoverlay.Cross(self:LocalToWorld(centre), 5, t, color_red, true);     debugoverlay.Cross(self:LocalToWorld(min), 4, t, color_green, true);     debugoverlay.Cross(self:LocalToWorld(max), 4, t, color_blue, true); end Which shows two(!) max bounds: https://i.imgur.com/6cn1uDT.png I also tried displaying them with     debugoverlay.Box(pos, min, max, t, color_white, true) which results in two hard to see boxes: https://i.imgur.com/dbFefKR.png What am I doing wrong here? Full SWEP code on github
Sorry, you need to Log In to post a reply to this thread.