well if you notice, its 0,0,-16 and 0,0,16 if you start from true zero, that
wouldn't make a box or diamond.
x y z get it? start from zero and go out, see what shape it makes. go on
you can do it. you've got three axis's to explain and only provided specs
on one. if you notice in the videos in free eye mode, its not a diamond,
otherwise it'd be flat, it is 3d and sticks outside of the player model.
NEXT.
now, if you will, post a sshot of the hitbox. prove yourself right, if you can....
There is no code to draw the hitbox
And that post did pretty much prove you don't know what you're talking about.
Some background in case you don't understand: firstly, that output of that function is translated to the place where it is seen in the world by the calling functions.
qglVertex3f(0, 0, -16);
This adds a point with x and y co-ordinates 0 (the origin), but z co-ordinate -16, 16 units below the origin.
for (i=4 ; i>=0 ; i--)
qglVertex3f(16*cos(i*M_PI*0.5f), 16*sin(i*M_PI*0.5f), 0);
This adds 5 points, each one stepping around the axis (work out 16*cos(i*pi*0.5) for values 4, 3, 2, 1 and 0. It is specifying x and y co-ordinates, but z co-ordinate 0 (at the origin height)
So far we, using qglBegin(GL_TRIANGLE_FAN); to specify that we are adding points in a triangle fan format, we have a fan of 4 triangles which make an inverted square-based pyramid.
Then, with the starting point of 16 units above the origin, the same pyramid is drawn above it, pointing upwards, using much the same code.
Which makes a rotated cube.