private SteeringOut Wander()
        {
            SteeringOut steeringOut = new SteeringOut();

            float newTargetAngle = _owner.TargetAngle();

            float jitterValue = UnityEngine.Random.Range(-1f, 1f) * _fWanderJitter;

            newTargetAngle += jitterValue;

            if (newTargetAngle > 360)
            {
                newTargetAngle -= 360;
            }
            if (newTargetAngle < 0)
            {
                newTargetAngle += 360;
            }

            float deltaAngle = Utils.AbsDeltaAngle(newTargetAngle, _owner.DegreeHeading());

            steeringOut.LimitSpeed  = DeltaAngle2LimitSpeed(deltaAngle);
            steeringOut.TargetAngle = newTargetAngle;

            return(steeringOut);
        }