I'd advise you to start looking at the Deploy functions of weapons.  These are
the only places where their p-models are referenced in the weapon code (except
for precaching), so if you trace the execution path through them, they might
lead you someplace where you can make the changes you want.

--- Georges Giroux <[EMAIL PROTECTED]> wrote:
> 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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> 
> 
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