#include <default.c>
VECTOR* BONE_VEC = {x=0;y=0;z=0;}
ANGLE* BONE_ANG = {x=0;y=0;z=0;}
ENTITY* ent1;
function bone_lange(ENTITY* ENT, STRING* BONE_1,var lang,var dicke,var hoch,var beginn_abstand)
{
//VECTOR* BONE_VEC
//ANGLE* BONE_ANG;
ENTITY* quant1;
quant1 = ent_create(SPHERE_MDL,BONE_VEC,NULL);
c_updatehull(quant1,1);
while(1)
{
//vec_for_bone(BONE_VEC,ENT,BONE_1);
//ang_for_bone(BONE_ANG,ENT,BONE_1);
if(quant1 != NULL)
{
quant1.scale_x = lang;
quant1.scale_y = dicke;
quant1.scale_z = hoch;
vec_set(quant1.pan,BONE_ANG);
}
wait(1);
}
}
function main()
{
level_load("");
vec_set(camera.x,vector(-850,0,50));
bone_lange(ent1, "bone",10,20,30,40);
}