DoxHitbox

Precise per-part OBB hitboxes (head/torso/arms/legs) that match the rendered pose.
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doxhitbox-1.0.3.jar

File namedoxhitbox-1.0.3.jar
Uploader
Doxa97Doxa97
Uploaded
Jul 26, 2026
Downloads
49
Size
128.7 KB
Mod Loaders
Forge
File ID
8511176
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:doxhitbox-1620178:8511176")

Learn more about Curse Maven

What's new

Added
- Melee weapon part detection from the actual blade. In swing motions (e.g. Better Combat), the
  held weapon's rendered model is captured to recover the hilt->tip segment, and the first body
  part that segment touches is the part that's hit. No per-weapon hardcoding: the blade axis and
  length come from the principal axis (PCA) of the model vertices, so swords, axes, spears and
  modded weapons each use their own tip (display transform and centering replicated exactly from
  vanilla rendering). Hits follow the weapon you see, not the look ray.
- Unified melee judgment for humanoids and non-humanoids. Both resolve the first-contact part from
  the same weapon segment (biped OBB for humanoids, captured parts for others); the client-resolved
  part is consumed by the server. The old look-ray path is used only as a fallback when the weapon
  doesn't reach.

Changed
- The (unscoped) melee part stash now keeps the latest value — as a swing progresses the tip moves
  across parts, so the frame just before damage is used (bullet-scoped hits still keep the first
  real part).

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