while(1)
{
pX_pick();
vec_set(Skelett.x, Body1.x);
vec_set(Skelett.pan, Body1.pan);
//Body2/3
ent_bonereset_all(Skelett);
vec_set(rotateBack,Skelett.pan);
vec_set(rotate,Body2.pan);
vec_sub(rotate,rotateBack);
ent_bonerotate(Skelett,"Body",rotate);
vec_add(rotateBack, rotate);
vec_set(rotate, Body3.pan);
vec_sub(rotate,rotateBack);
ent_bonerotate(Skelett,"Body1",rotate);
//Neck and Head
vec_add(rotateBack,rotate);
vec_set(to.skill1,rotateBack);
vec_set(rotate, Hals.pan);
vec_sub(rotate,rotateBack);
ent_bonerotate(Skelett,"Body2",rotate);
vec_add(rotateBack,rotate);
vec_set(rotate, Kopf.pan);
vec_sub(rotate,rotateBack);
ent_bonerotate(Skelett,"Head",rotate);
//Right Leg
vec_set(rotateBack,Skelett.pan);
vec_set(rotate, Bein1R.pan);
vec_sub(rotate,rotateBack);
ent_bonerotate(Skelett,"LegR",rotate);
vec_add(rotateBack, rotate);
vec_set(rotate, Bein2R.pan);
vec_sub(rotate,rotateBack);
ent_bonerotate(Skelett,"LegR1",rotate);
vec_add(rotateBack,rotate);
vec_set(rotate, FussR.pan);
vec_sub(rotate,rotateBack;
ent_bonerotate(Skelett,"FootR",vector(rotate.x,rotate.y,rotate.z+90));
//Left Leg
vec_set(rotateBack,Skelett.pan);
vec_set(rotate, Bein1L.pan);
vec_sub(rotate,rotateBack);
ent_bonerotate(Skelett,"LegL",rotate);
vec_add(rotateBack, rotate);
vec_set(rotate, Bein2L.pan);
vec_sub(rotate,rotateBack);
ent_bonerotate(Skelett,"LegL1",rotate);
vec_add(rotateBack,rotate);
vec_set(rotate, FussL.pan);
vec_sub(rotate,rotateBack);
ent_bonerotate(Skelett,"FootL",vector(rotate.x,rotate.y,rotate.z+90));
wait(1);
}