You can see the current hitboxes by adding some code to the server to send them
every frame (for a somewhat real view), or by making the client draw them based on the contents of entityState_t.solid, which holds the encoded bounding box used for client collisions. Check CG_ClipMoveToEntities for the exact encoding of entityState_t.solid.
This bounding box might not always match the server, though it should in most cases.
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What I used to show the hitboxes on the client is to predict them based on the view angles and stand/crouch/prone state. This is simple to do in vanilla ET. Just rip the code from buildhead, and the various places the z dimension is set. That gives you a pretty accurate representation of what the servers hitbox would be, if antilag/prediction were perfect. My code currently doesn’t deal with players on vehicles correctly, that seems to have a special case that I missed. I stole the actual drawing code from the unlagged2 source, found here http://www.planetquake.com/alternatefire/ (he uses the decoding method zinx suggests to get the dimensions)
Beware that g_smoothclients throws off model positions a lot, up to half a player width under normal circumstances. See http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=7890&postdays=0&postorder=asc&highlight=gsmoothclients&start=30
edit:
on vehicles as in actually mounted on the tank gun, not just riding :moo: