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 > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > >
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