Guess it's about time for an update.
We've redone the entire system to a 3d system with no height dependancy, using extended spheres (a pill shape, basically) that can be rotated in any direction. This makes modelling player positions a downright pleasure compared to the old way, but it's still a bunch of work.
We have also redone all 9 major positions, prone, standing, crouching, and both leans for all three. There are some minor inconsistancies and a few we may do over, but for the most part it's rapidly approaching server-ready. The new system, is basically more accurate than we are, so most of the problems now will be from our errors/judgement calls in defining regions.
Caveats:
Bullets will pass through a significant portion of the crouching 'hunchback'.
I only got prone working correctly this morning, it's offset differently from the other positions. It may need EXREMELY close testing, in the height sense. Prone will also won't follow the terrain like the model does.
I think I killed the bug where you can shoot yourself, and the RC50 fixed penetration should be included. (needs testing)
The soldier holds his body a slightly different way for each weapon. We have used the assault rifle pose for our base, so the more extreme positions like the pistol stance will have arms, and more importantly, the head, in another position than the head detection region.
When you take a hit, a message will pop up, the first, is our name for the hit-shape that was detected first (it generally goes head-shoulder/torso-lowertorso-thigh-arms-shins, passing through multiple parts does NOT do multiple damage, some areas have high clusters of regions overlapping), and the absolute value of the second number is the distance from the center axis of that cylinder. It's not used for anything yet, and all damages are standard at the moment, but it's an interesting indicator of how close to the center of the current cylinder you are getting.
edit: Attachment removed, another new ver