> For the complete documentation index, see [llms.txt](https://docs.quickclient.cc/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.quickclient.cc/en/actions/rotations.md).

# Rotations

Turning the head toward a target through Quick's shared rotation queue.

`rotations()` turns the player toward a target without getting in the way of the aura. The angle goes into Quick's shared rotation queue, so combat modules keep working with their own priorities. The script's priority is capped so the aura and crystals always rank higher.

```java
@Override
public void onTick() {
    Entity target = entities().target();
    if (target == null) return;
    Point point = interaction().attackPoint(target, "multi", 4.5, false);
    if (point == null) return;
    rotations().apply(rotations().lookAt(point), 180f, 10);
}
```

## How it works

Every tick the script finds a point on the target's hitbox and turns toward it. Speed 180 means the turn happens instantly, priority is 10.

| Method                               | Type      | Description                                                                                              |
| ------------------------------------ | --------- | -------------------------------------------------------------------------------------------------------- |
| `player()`                           | `Angles`  | player angles, including the spoofed rotation                                                            |
| `sent()`                             | `Angles`  | angles from the last movement packet sent to the server                                                  |
| `lookAt(x, y, z)`, `lookAt(point)`   | `Angles`  | angles at which the eyes look at the point                                                               |
| `angleTo(x, y, z)`, `angleTo(point)` | `float`   | how far the view is off from the direction to the point, 0..180                                          |
| `apply(angles, speed, priority)`     | `boolean` | set the rotation for this tick; `speed` in degrees per tick, 180 or more means instant; `priority` 0..40 |
| `apply(angles)`                      | `boolean` | turn instantly with the default priority                                                                 |
| `priority()`                         | `int`     | priority of whoever currently controls the rotation                                                      |

`apply` returns `false` if the rotation was overridden by someone with a higher priority. A rotation lasts one tick, so call it every tick for as long as you need it.

Only the angles sent to the server are spoofed. The camera stays where it is: the screen looks the same as before, while `rotations().player()` and `rotations().sent()` already return the spoofed angles.

The player's position a few ticks ahead and a projectile's landing point are available through [Prediction](/en/actions/prediction.md). The `Angles` and `Point` types are explained in [Points and angles](/en/game/math.md).


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