function morph_target(ACTOR* pc, MORPH* mt, value)
{
VECTOR start;
VECTOR end;
var percent = value / 100;
var a;
for(a=1;a<mt.num_points;a++)
{
//Starting Postion
start.x = pc.baseFace.morph[a].x;
start.y = pc.baseFace.morph[a].y;
start.z = pc.baseFace.morph[a].z;
//Ending Postion
end.x = mt.morph[a].x;
end.y = mt.morph[a].y;
end.z = mt.morph[a].z;
CONTACT* c = ent_getvertex(pc.mdl_Head,NULL,a);
c.v = NULL;
c.x = start.x + (percent* (end.x - start.x));
c.y = start.y + (percent* (end.y - start.y));
c.z = start.z + (percent* (end.z - start.z));
ent_setvertex(pc.mdl_Head,c,a);
}
ent_fixnormals(pc.mdl_Head,0);
c_updatehull(pc.mdl_Head,0);
}