Hier einfach mal die ganze Funktion der Hauptentity:

ENTITY* uziman;
ENTITY* uzilinks;
ENTITY* uzirechts;
VECTOR linkhand;
VECTOR rechthand;
ANGLE linkhand2;
ANGLE rechthand2;
VECTOR linkhand3;
VECTOR rechthand3;

function uzimanfunktion()
{
uzilinks = ent_create ("uzi.mdl", vector(0, 0, 90), NULL);
uzirechts = ent_create ("uzi.mdl", vector(0, 0, 90), NULL);
var laufanim=0;
uziman=me;
c_updatehull(my,1);
while(1)
{
vec_for_bone(linkhand3,my,"bone15");
vec_for_bone(rechthand3,my,"bone14");
vec_for_bone(linkhand,my,"bone9");
vec_for_bone(rechthand,my,"bone12");
vec_set(uzilinks.x,vector(linkhand.x,linkhand.y,linkhand.z));
vec_set(uzirechts.x,vector(rechthand.x,rechthand.y,rechthand.z));

vec_set(uzilinks.pan,vector(linkhand2.pan+=key_1,linkhand2.tilt+=key_2,linkhand2.roll+=key_3));
vec_set(uzirechts.pan,vector(rechthand2.pan,rechthand2.tilt,rechthand2.roll));

vec_to_angle(linkhand2,vec_sub(linkhand3,uzilinks.x));
vec_to_angle(rechthand2,vec_sub(rechthand3,uzirechts.x));
camabst=c_trace(my.x,camera.x,IGNORE_ME + IGNORE_MODELS);

vec_set(camera.x,vector(-30+camabst,0,5));
vec_rotate(camera.x,my.pan);
vec_add(camera.x,my.x);
vec_set(camera.pan,nullvector);
ang_add(camera.pan,vector(my.pan,my.tilt+5,my.roll));

bodhaft=c_move(my,vector(0,0,-4*time),vector(0,0,0 ),IGNORE_SPRITES+IGNORE_MODELS);
c_move(my,vector(1*(key_cuu-key_cud)*time,0,0),vector(0,0,0 ),IGNORE_SPRITES + GLIDE +IGNORE_MODELS);
my.pan+= 2*(key_cul-key_cur)*time;
if(jump==0)
laufanim+=5*(key_cuu-key_cud)*time;
ent_animate(my, "walk",laufanim, ANM_CYCLE);
if(laufanim<=0)
laufanim=100;
if(key_space&&jump==0)
{
jump=1;
fall=20;
}
if(jump==1)
{
jumpanim+=3*time;
ent_animate(my, "jump",jumpanim, ANM_ADD);
c_move(my,vector(0,0,fall*time),vector(0,0,0 ),IGNORE_SPRITES+IGNORE_MODELS);

fall-=2*time;
if(fall<=12&&key_space)
{
fall=20;
jumpanim=0;
jump=2;
}
if(fall<=0&&bodhaft<=0.1)
{
fall=0;
jump=0;
jumpanim=0;
}
}
if(jump==2)
{
jumpanim+=4*time;
ent_animate(my, "erjump",jumpanim, ANM_ADD);
c_move(my,vector(0,0,fall*time),vector(0,0,0 ),IGNORE_SPRITES+IGNORE_MODELS);

fall-=2*time;
if(fall<=0&&bodhaft<=0.1)
{
fall=0;
jump=0;
jumpanim=0;
}}
wait(0);
}}


Hilf mir, dir zu helfen!