How to Interpolate in right direction around a circle?

Hello, I am trying to smoothly interpolate the rotation of an object back to 0, but it seems to make a full rotation back instead of the shortest distance. Anyone know what to do about this?

Example:

private IEnumerator Reset()
{
	while( thisTransform.rotation.z != 0 )
	{
        thisTransform.eulerAngles = new Vector3( 38, 0, Mathf.SmoothDamp( thisTransform.eulerAngles.z, 0, ref zVelocity, 0.25f ) );	
		yield return null;
	}
}

This will set it back to zero, but it spirals out of control by taking a full circle around instead of just easing back a bit.

Use Mathf.LerpAngle() // this compensates going from 360 - 0 micro - transition.