There isn't an exact feature for what your looking for. You'll have to code it yourself.
- get the angle of the bone
- set temp to the target angle
- ang_rotate() the original angle by temp
- set the bones angle to result
Code:
Function rotateBone(strBone, &cAng, &tAng)
{
vec_set(temp, cAng);
ang_rotate(temp, tAng);
vec_sub(temp, cAng)
ent_bonerotate(my, strBone, temp);
}
strBone: Name of the bone.
cAng: Current angle of the bone. I couldn't find a function for getting a bones angle, so you may have to keep track of your
bone_rotates.
tAng: This vector contains the relative angle to add to the current angle.