Code:
 entity* bullet;

action bulletFly
{
my.passable = on;
c_move(me, nullvector, nullvector, ignore_me);
}

// Fire Gun Function
function PewPew()
{
var theTarget;
vec_set(theTarget.x, vector(10000, 0, 0)); // shoots 10000 quants
vec_rotate(theTarget.x, camera.pan); // shoots in the direction of the player (cameras pan, b/c 3rd person)
c_trace(my.x, theTarget.x, ignore_me + scan_texture | ignore_passable | use_aabb );
ent_createlocal("bullet.mdl", plBiped01_entity.x, bulletFly);


if(str_cmpi(tex_name, "TESTBOSS.MDL") == 1 && getEnergy() >= shootEnergy)
{
doDamage(shootDmg);
subtractEnergy(shootEnergy);
snd_play(laserPew, 100, 0);
}
if(getEnergy() < shootEnergy)
{
snd_play(laserEmpty, 100, 0);
subtractEnergy(0);
}
else
{
snd_play(laserNoHit, 100, 0);
subtractEnergy(shootEnergy);
}
snd_stop(laserPew);
snd_stop(laserEmpty);
snd_stop(laserNoHit);
}



right now it creates the bullet.mdl when i fire, but it just kind of stays there.