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Question Day of Defeat — Calculating 2D ESP Boxes for Prone Models

byte_corvus

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Anyone currently digging into the GoldSrc engine for Day of Defeat? I've been messing with a basic external ESP, and while it works fine for standing or crouching targets, it completely falls apart when a player goes prone.

The issue is pretty standard for external RPM projects: the player class usually gives you a single origin point (middle of the model), and static height/width offsets for 2D boxes just don't align when the model rotates on the XYZ axes while lying down.

Technical Hurdles:
  1. The origin point doesn't shift dynamically based on the stance, leading to boxes floating above or sinking into the ground.
  2. Rotation floats (ranging -180 to +180 for yaw and -1 to +1 for normalized vectors) need to be factored into the corner calculations.
  3. Without bone offsets, you're stuck projecting a 3D bounding box onto a 2D plane.

If you're only working with the center point, you need to calculate the 8 corners of an oriented bounding box (OBB) using those rotation variables and then pass them through your WorldToScreen (W2S) function. A simple AABB (Axis-Aligned Bounding Box) will always look scuffed in DoD when someone is prone because their horizontal footprint becomes much larger than their vertical one.

You basically need to construct a transformation matrix using the player's yaw. Since you have the floats for rotation, you can define the min/max extents for a 'lying' state (e.g., length 70, width 30, height 20) and rotate those points around the origin before projecting to the screen. If you're just doing a 2D box, you'll need to find the min/max X and Y of all 8 projected corners to wrap the model correctly.

Has anyone found a clean way to distinguish the prone state via a specific flag in the m_fFlags or similar offsets without having to rely on bone data? It's a classic GoldSrc headache where the hull size changes but the origin stays stubborn.

who's handled these rotations in an external build lately?
 
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