float GetAngleBetweenObjectsRad ( float & x1 , float & y1 , float & x2 , float & y2 ) { float kx , ky ; float t , a ; kx = x2 - x1 ; ky = y2 - y1 ; if ( kx == 0 ) kx = 0.00001f ; t = kx / ky ; if ( t = 0 ) && ( ky >= 0 ) ) a = 359.99999f - a ; else if ( ( kx >= 0 ) && ( ky getPosition ( ) ; float angle = - GetAngleBetweenObjectsRad ( me . fX , me . fY , vec . fX , vec . fY ) ; auto quat = GetQuaternion ( ) ; quat . fX = cosf ( angle / 2 ) ; quat . fW = sinf ( angle / 2 ) ; SetQuaternion ( quat ) ; }