ang_for_bone(vAng, entity, "bHips");
pXent_addtorquelocal(bHips, vector(-vAng.z*vStrength*time_step, vAng.y*time_step, 0));
ang_for_bone(vAng, entity, "bRLeg");
pXent_addtorquelocal(bRLeg, vector(-vAng.z*vStrength*time_step, 5, 5));
ang_for_bone(vAng, entity, "bLLeg");
pXent_addtorquelocal(bLLeg, vector(-vAng.z*vStrength*time_step, 5, 5));
ang_for_bone(vAng, entity, "bBody");
pXent_addtorquelocal(bBody, vector(-vAng.z*vStrength*time_step, 5, 5));