@name Angle for Bitch
@outputs
@persist
@trigger all


#TarQ = quat(ang(0,0,0))  -- ANGLE HERE
#CurQ = quat(entity())
#Q = TarQ/CurQ
#V = entity():toLocal(rotationVector(Q)+entity():pos())
#entity():applyTorque((200*V - 12*entity():angVelVector())*entity():inertia()) 
