I'm still not exactly sure what the problem is you're having, so here's some basics:
1) The model the client is displaying has no effect on hitbox-traceline intersection calculations (i.e. shooting the player). 2) The model (and specific pose) the client draws to represent the player can be and is often a very different from the one the server uses. 3) "r_drawentities 3" and "r_drawentities 4" shows you where the CLIENT thinks the hitboxes are. It does not show you where the SERVER thinks they are. In fact, all "r_drawentities #" commands are client based and what is displayed does not necessarily represent the servers view of the model/world. I'm not aware of any debug output that will show you were the server thinks a given models hitboxes are. 4) For all hitbox calculations, the SERVER uses the model referenced by the players server side pev->model variable, and nothing else. 5) For display, the client uses a number of different methods to override the model is shows for any given player, most commonly through something like: "m_pRenderModel = IEngineStudio.SetupPlayerModel( m_nPlayerIndex );". As a test, you should elimiate these overrides and change all occurances of the above to: "m_pRenderModel = m_pCurrentEntity->model;". _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

