     @game.physics.arcade.enable(@sprite)
     if !@isRemote
       @onGainOwnership()
+    @sprite.rotation = 0 if isNaN(@sprite.rotation)
 
   onLoseOwnership:->
+    @sprite.rotation = 0 if isNaN(@sprite.rotation)
     @sprite.body.drag.set(0, 0)
     @sprite.body.collideWorldBounds = false
     @sprite.body.bounce.set(0, 0)
 
   onGainOwnership:->
+    @sprite.rotation = 0 if isNaN(@sprite.rotation)
     @sprite.body.drag.set(DRAG, DRAG)
     @sprite.body.collideWorldBounds = true
     @sprite.body.bounce.set(0.9, 0.9)

    @angular = state.angular
    @angle = state.angle
    if @sprite.body?
      @sprite.rotation = 0 if _.isNaN?(@sprite.rotation)
      @sprite.animations.play(@anim)
      @sprite.body.angularVelocity = @angular
      if @angular == 0
        @sprite.angle = @angle

  getState:->
    if @sprite.body?
      @sprite.rotation = 0 if _.isNaN?(@sprite.rotation)
      @sprite.animations.play(@anim)
      @sprite.body.angularVelocity = @angular
      if @angular == 0

    Date.now() - @kickTime

  setState:(state)->
    @sprite.rotation = 0 if isNaN(@sprite.rotation)
    if !@spawned
      @sprite.position.x = state.x
      @sprite.position.y = state.y
