@name Angles and Vectors
@inputs 
@outputs 
@persist Aim:entity Aim1:entity
@trigger all
interval(20)
O=entity():owner()
Aim=O:aimEntity()
Use=O:keyUse()


if(Aim!=Aim1 & Use){
    
    Aim1=Aim
    Pos=Aim1:pos()
    Rad=Aim1:radius()/5
    Rad1=vec(Rad,Rad,1)
    Rad2=vec(Rad,1,0.5)
    AngF=Aim1:forward():toAngle()
    AngU=Aim1:up():toAngle()
    AngR=Aim1:right():toAngle()
    ColorR=vec(255,0,0)
    ColorG=vec(0,255,0)
    ColorB=vec(0,0,255)
    Alpha=128
    C=2
    Model="torus3"
    ModelB="cylinder"
    Off=0
    if(Off){
#Rotations
holoCreate(C,Pos,Rad1,AngF,ColorR)
holoParent(C,Aim1)
holoModel(C,Model,1)
holoAlpha(C,Alpha)
C++
holoCreate(C,Pos,Rad1,AngR+AngU,ColorG)
holoParent(C,Aim1)
holoModel(C,Model,1)
holoAlpha(C,Alpha)
C++
holoCreate(C,Pos,Rad1,AngU,ColorB)
holoParent(C,Aim1)
holoModel(C,Model,1)
holoAlpha(C,Alpha)
C++
}
#Vectors
holoCreate(C,Pos,Rad2,AngF,ColorR)
holoParent(C,Aim1)
holoModel(C,ModelB,1)
holoAlpha(C,Alpha)
C++
holoCreate(C,Pos,Rad2,AngR,ColorG)
holoParent(C,Aim1)
holoModel(C,ModelB,1)
holoAlpha(C,Alpha)
C++
holoCreate(C,Pos,Rad2,AngU,ColorB)
holoParent(C,Aim1)
holoModel(C,ModelB,1)
holoAlpha(C,Alpha)
C++


}
#if(Aim==entity(0)&Use){
 #   C=1
  #  holoDelete(C) C++
  #  holoDelete(C) C++
  #  holoDelete(C) C++
#}
