Do you have a hint where I could start to look for this code to modify the
weapon system?
Or basically would I have to transform weapons in CBaseMonsters
instead? The only other option I have is to integrate these things
directly into the player models, but that would leave little room
to do things like weapon switching.

Georges

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Reedbeta
Sent: Monday, November 19, 2001 7:06 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Hitting a weapon p model


No...as David just explained, it's because the p-model isn't represented by
an
entity (like v-model and w-model are), it's just tacked onto the player
model
during the render process.  So you really can't hit it without making some
major changes to the weapon system.  But those changes are quite possible
given
the code that is exposed in SDK 2.1 and 2.2.

--- Gareth Llewellyn <[EMAIL PROTECTED]> wrote:
> Urm, I may be wrong, but does the problem lie with the hitboxes on the P
> weapon?
>
> Gareth Llewellyn
> InNeedOfTherepy
> -Project Leader
> -Lead Coder
> -Lead Mapper
> Half-Life The Beginning
> www.HLTB.co.uk
>
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