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DoxHitbox

Precise per-part OBB hitboxes (head/torso/arms/legs) that match the rendered pose.
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doxhitbox-1.0.1.jar

File namedoxhitbox-1.0.1.jar
Uploader
Doxa97Doxa97
Uploaded
Jul 25, 2026
Downloads
9
Size
114.0 KB
Mod Loaders
Forge
File ID
8508127
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:doxhitbox-1620178:8508127")

Learn more about Curse Maven

What's new

Added
- Per-part hitboxes for non-humanoid mobs (cows, chickens, spiders, golems, …). The shooter's
  client captures the rendered model parts and recovers their true world placement by inverting
  the camera from the captured view-space root — so scale, rotation and model-internal transforms
  are all included and the judgment matches the wireframe you see. Quadrupeds and oddly-scaled
  mobs are covered, with no capture-distance limit.
- Optional TACZ gun integration. When TACZ is installed, DoxHitbox owns all bullet-hit part
  resolution (bridge mixins gated by a mixin plugin). Without TACZ the integration is inert and
  DoxHitbox still runs standalone on Forge alone.
- Shot-authoritative resolution (DoxClientShoot) + a claim bus (DoxClaimBus). At the moment of
  firing, the shooter's client simulates the trajectory and resolves the target & part (OBB for
  humanoids, captured parts for others), then sends a claim; damage is applied by a consumer mod
  that registers a handler on the bus — a clean split between judgment (DoxHitbox) and damage.
  Aiming into empty space past the model produces no claim (pass-through).
- Melee & arrow aiming now use OBB / model parts too (EntityHitObbMixin, DoxGenericPick): parts
  sticking out past the vanilla AABB (e.g. a cow's head) are pickable, and empty AABB margin is
  rejected — action-bar part readout and melee hits follow the model you actually see.

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