Code:
Function PointTo(&_Target)
{
var tPos[3];
var tAng[3];
ent_bonerotate(my, "Bone10", nullvector);
vec_diff(tPos, _Target, my.x);
vec_to_angle(tAng, tPos);
//vec_sub(tAng, my.pan);
ent_bonerotate(my, "Bone10", tAng);
}
The line in red might be necessary, but I'm not sure. Just uncomment it if the script doesn't work the first time.
Just pass the target position to the function, and it will rotate Bone10 to face it...