Ive came up with this, is this correct? Is there a neater way?
Code:
c_move (vehicle_collision_box, nullvector, p_vehicle.x, IGNORE_YOU);
temp.x = 0;
temp.y = 0;
temp.z = 0;
// update collision box position
vec_rotate(temp, p_vehicle.pan); // This rotates the vector offset so
// that it is relative to the my entities
// position, not to world coordinates...
vec_add(temp.x, p_vehicle.x); // Add entities coordinates to it...
vec_set(vehicle_collision_box.x, temp.x); // Set entity to calculated position...
vec_set(vehicle_collision_box.pan, my.pan); // Set entity angle to my angle...