Well in theory, this is what Guitar proposed:

Code:
  
vec_set(temp,vector(entity.pan,0,0)); // Store the angle in temp
vec_inverse(temp); // Invert the angle
ang_rotate(entity.pan,temp); // Rotate the angle



Ang_add wouldn't help since it's used for adjusting angles relative to the world axis AFAIK

Cheers

Frazzle


Antec® Case
Intel® X58 Chipset
Intel® i7 975 Quad Core
8 GB RAM DDR3
SSD OCZ®-VERTEX2 3.5 x4 ; HD 600 GB
NVIDIA® GeForce GTX 295 Memory 1795GB