PS. what u was saying about a matrix combination with a rigid body collision was actually correct apart from the "bounding" part u added. as 3D objects require a rigid body to hit each other.
Somewhat. The game creates a capsule body on the fly (yes, even for curved weapons) and checks for collision using that.
By the way, since the trolling is over:
@CMP, if you do have the animation ranges and maybe the speeds, could we have them please? I'd quite like an updated animation range/speed list. Pretty please?
Nah, the ranges aren't stored anywhere, they depend on the animations. I honestly have no idea how to measure them (CG and animation aren't really my fields).