there is only 2 attack animations for tyrant
and they are attacking near
so there is no visulalisation for far attacks
and big hitbox simulates that
(even if there is no anim it would be able to attack far objects)
let me repeat myselfe, "animations have nothing to do with tyrr range"
you can define ANY range you like and ANY animations you like, they are independent
tyrr charge is bbox bound, but attack is hitscan and doesnt touch tyrrs bbox in any way
bboxes are a bug in itselfe, it would be 10x more l33tH4xor'errr to have proper collision detection routines up to a single plane of simplified model (or at least a BSP tree of BBOXes 5-10 levels deep), now you can shoot above the dretch and kill it, with 5 levels of BBOX tree you would get 32x more accurate detection collision, the cost would be model data size (bbox tree x every anim frame)
BTW tyrr hitbox is SMALLER than the model :/