public static Vector2 ChangeDirection(GameTime gameTime, Vector2 dir, Vector2 pos, Vector2 followedPos, double degreeChange)
        {
            double  radians       = RadiansFromDir(dir);
            double  radianChange  = degreeChange * (Math.PI / 180);
            Vector2 dirToFollowed = new Vector2(followedPos.X - pos.X, followedPos.Y - pos.Y);

            dirToFollowed = MathFunctions.ScaleDirection(dirToFollowed);
            double dirFolRadians;

            if (dirToFollowed.Y > 0)
            {
                dirFolRadians = Math.Acos(dirToFollowed.X);
            }
            else
            {
                dirFolRadians = 2 * Math.PI - (Math.Acos(dirToFollowed.X));
            }

            if (dirFolRadians > 2 * Math.PI)
            {
                dirFolRadians -= 2 * Math.PI;
            }

            double deltaRadians = MathFunctions.DeltaRadians(radians, dirFolRadians);

            // If target angle is closer to current than the given delta angle, assign target angle
            if (Math.Abs(deltaRadians) < Math.Abs(radianChange))
            {
                radians = dirFolRadians;
            }
            // If not, increment current angle by given delta angle
            else
            {
                var fpsCompensatedRadianChange = radianChange * MathFunctions.FPSSyncFactor(gameTime);

                if (deltaRadians > 0 && deltaRadians <= 180)
                {
                    radians += fpsCompensatedRadianChange;
                }
                else if (deltaRadians < 0 && deltaRadians <= 180)
                {
                    radians -= fpsCompensatedRadianChange;
                }
                else if (deltaRadians > 0 && deltaRadians > 180)
                {
                    radians -= fpsCompensatedRadianChange;
                }
                else //(dirFolRadians < Radians && (dirFolRadians - Radians) > 180)
                {
                    radians += fpsCompensatedRadianChange;
                }
            }

            Vector2 newDir = Vector2.Zero;

            newDir.X = (float)(Math.Cos(radians));
            newDir.Y = (float)(Math.Sin(radians));

            return(newDir);
        }