                




VectorTransform(pHitbox[i].bbmin, (*pBoneMatrix)[pHitbox[i].bone], vBBMin); 
                VectorTransform(pHitbox[i].bbmax, (*pBoneMatrix)[pHitbox[i].bone], vBBMax); 

                for(int h = 0; h < 8; h++) 
					VectorTransform(vCubePoints[h], (*pBoneMatrix)[pHitbox[i].bone], vCubePointsTrans[h]); 


				vPlayers[ax].vPlayerHead = (vBBMax + vBBMin)*0.5f;

//---------------------------------------------
void VectorTransform (float *in1, float in2[3][4], float *out) 
{ 
out[0] = DotProduct(in1, in2[0]) + in2[0][3]; 
out[1] = DotProduct(in1, in2[1]) + in2[1][3]; 
out[2] = DotProduct(in1, in2[2]) + in2[2][3]; 
} 

void GetHitbox(cl_entity_s *pEnt)
{
    typedef float BoneMatrix_t[MAXSTUDIOBONES][3][4]; 

 //   Vector vBBMin = Vector(0, 0, 0); 
   // Vector vBBMax = Vector(0, 0, 0); 

	//Vector vCubePoints[8];
    //Vector vCubePointsTrans[8];

	model_t			 * pModel			= IEngineStudio.SetupPlayerModel(pEnt->index);
	studiohdr_t      * pStudioHeader	= (studiohdr_t*)IEngineStudio.Mod_Extradata( pModel );
	mstudiobbox_t	 * pHitbox			= (mstudiobbox_t*) ((byte *) pStudioHeader + pStudioHeader->hitboxindex);
	BoneMatrix_t	 * pBoneMatrix		= (BoneMatrix_t*)IEngineStudio.StudioGetBoneTransform(); 

	int ax = pEnt->index;

        if(!vPlayers[ax].bGotHead) 
		//{
		//for(register int i = 0;i < pStudioHeader->numhitboxes;i++)
		//{	//if (pHitbox[i].bone == 7 && pHitbox[i].group == 1)

       
                VectorTransform(pHitbox[11].bbmin, (*pBoneMatrix)[pHitbox[11].bone], min); 
                VectorTransform(pHitbox[11].bbmax, (*pBoneMatrix)[pHitbox[11].bone], max); 

					//VectorTransform(Hitbox[11].bbmin, (*Bone)[Hitbox[11].bone], vBBMin);
					//VectorTransform(Hitbox[11].bbmax, (*Bone)[Hitbox[11].bone], vBBMax);
					 //for(int h = 0; h < 8; h++) 
					//VectorTransform(vCubePoints[h], (*pBoneMatrix)[pHitbox[i].bone], vCubePointsTrans[h]); 

				//vPlayers[index].getEnt().vAimoffset = ((max + min)/2) - vPlayers[index].getEnt()->origin;

					vPlayers[ax].vAimorigin = (max + min)*0.5f;
					
					vAimOffset = vPlayers[index].getEnt()->origin + vPlayers[ax].vAimOrigin;


}

/*				vPlayers[ax].vPlayerHead[0] = vPlayers[ax].vPlayerHead[0] + hitAdjR;
				vPlayers[ax].vPlayerHead[1] = vPlayers[ax].vPlayerHead[1] + hitAdjU;
				vPlayers[ax].vPlayerHead[2] = vPlayers[ax].vPlayerHead[2] + hitAdjF;


                vPlayers[ax].hitbox_fov[0] = vPlayers[ax].vPlayerHead[0] - me.pmEyePos[0]; 
                vPlayers[ax].hitbox_fov[1] = vPlayers[ax].vPlayerHead[1] - me.pmEyePos[1]; 
                vPlayers[ax].hitbox_fov[2] = vPlayers[ax].vPlayerHead[2] - me.pmEyePos[2]; 


				//if(GetAimingFov(ax) < (40.0-180.0)/-180.0) return; 




//----------------------------*/