Laugh posted this in the wrong topic

anyways I solved the issue...Here is the code for anyone who wants it

Code:
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);	
}



To use this you will need something that holds the positions for both base mesh and the morph target, I did my own custom struct for this...

If you have any question's feel free to pm me


John C Leutz II