Thank you Reedbeta, botman, and others. I added a new variable to
CBaseEntity, m_flSpeedFac, set it to 1.0 in DispatchSpawn (since I couldn't
find any other good spot to initialize it), and in CBaseAnimating ::
ResetSequence, where it gets the pev->framerate and m_flGroundSpeed
variables from the model, I multiply them by m_flSpeedFac. Then in my new
babycrab, called a sewercrab, in SewerCrab :: Spawn, I set m_flSpeedFac to
0.8. Anyway, it works perfectly. The thing moves slower, just as I hoped.
Thanks for all the help. :)

- Varlock

----- Original Message -----
From: "Reedbeta" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, February 17, 2002 3:35 PM
Subject: Re: [hlcoders] Monster Speeds


> > You don't necessarily need  multiple models, just multiple animations in
> > the model like the run/walk animations in the scientist model.
>
> Alternatively, you could use one animation, changing m_flGroundSpeed like
> botman describes, and play the animation faster or slower (ie vary its
> framerate) to make the animation match up with the movement speed.
>
> ---Reedbeta
>
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