Why is Quaternion.Eular only rotating in one direction? [Answered]

Oh hai! So I got this weird thing going on and what I’m trying to do is instantiate a particle system and use the Qauternion.Eular to rotate it smoothly back and forth in this part of my script:

if(flamePlayer)
			{
				if(addt)
				{
						t = Time.time + 4.0;
						addt = false;
				}
				if(!addt && Time.time < t)
				{
					if(make)
					{
						flame = Instantiate(flameThrowerPrefab, spawn.transform.position, Quaternion.identity);
						make = false;
					}
						flame.transform.localEulerAngles.y = transform.localEulerAngles.y;
						flame.transform.localEulerAngles.x = -30;
						flame.transform.rotation = Quaternion.Euler(-30,
						Mathf.Sin(Time.realtimeSinceStartup * flameThrowerSpeed) * flameThrowerAngle,0);
				}
				if(!addt && Time.time > t)
				{
						Destroy(flame.gameObject);
						addt = true;
						atPlayer = false;
						flamePlayer = false;
						make = true;
						move = true;
				}
			}

It will create the object and rotate it but…it will only rotate it in one direction, as if the object’s Y rotation is always at 0. I need the object’s Y rotation as same as mine.

@Rydrako ?try rotate towards?