thats just the normals, you'd need:

c_updatehull(ENTITY* ent, var frame)

"Recalculates collision hulls for the given entity to match the vertex positions of a certain frame (starting at 1 for the first frame). Call this function when you need the collision hull of a certain frame, or when you have applyied mesh manipulation functions to a frame. "


xXxGuitar511
- Programmer