So I figured out a different way to go about it if anyone is interested:
void ObjectBase::TurnToFace()
{
float x = g_egg->GetPosX() - m_posX;
float y = g_egg->GetPosY() - m_posY;
float desiredAngle = (float)atan2(y,x);
float SpriteAngle = desiredAngle*180/3.14;
m_velocityX = cos((float)desiredAngle) * m_speed;
m_velocityY = sin((float)desiredAngle) * m_speed;
agk::SetSpritePhysicsVelocity(m_spriteID,m_velocityX,m_velocityY);
agk::SetSpriteAngle(m_spriteID, SpriteAngle);
}
So this basically takes the starting position of my object and the position I want it to go to and sends my object at a constant speed towards the final destination. This could be used as a missile as well if the final destination were to constantly move. Anyway this is what I was going for. Maybe it will help someone else.