You will need different models, then set the model accordingly.

On 7/12/09, Brent Lewis <coder0...@hotmail.com> wrote:
>
> I need to programmatically alter the size of an NPCs model. I was at first
> looking at int C_BaseAnimating::InternalDrawModel( int flags ) and thinking
> I might be able to multiply in a scaling matrix around:
>
>     Assert( !pInfo->pModelToWorld);
>     if ( !pInfo->pModelToWorld )
>     {
>         pInfo->pModelToWorld = &pInfo->modelToWorld;
>
>         // Turns the origin + angles into a matrix
>         AngleMatrix( pInfo->angles, pInfo->origin, pInfo->modelToWorld );
>
>     }
>
> Hoping that the model to world matrix might be the place to do it. Course
> when it came to have the function check if it was an instance of my NPC
> class, I realized that CNPC_PlayerCompanion doesn't inherit from
> C_BaseAnimating. So is there a place where transforms are taking place that
> I can access? I know down the road I'll need to be able to manipulate
> bounding boxes, hit boxes, etc. Will I be able to do this? If so how? Is
> there a simple way to do all of this? I know gmod supports a prop resizer
> tool, but again that's a prop and not an NPC.
>
> Thanks,
> coder0xff
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