         @angle = 180
     else
       @angular = velocity.x * 7
-      @angle = @sprite.angle
+      @angle = 0
+      if !isNaN(@sprite.angle)
+        @angle = @sprite.angle
       if Math.abs(@angular) < 10
         @angular = 0
         @angle *= 0.4

    @game.physics.arcade.enable(@sprite)
    if !@isRemote
      @onGainOwnership()

  onLoseOwnership:->
    @sprite.body.drag.set(0, 0)
    @sprite.body.collideWorldBounds = false
    @sprite.body.bounce.set(0, 0)

  onGainOwnership:->
    @sprite.body.drag.set(DRAG, DRAG)
    @sprite.body.collideWorldBounds = true
    @sprite.body.bounce.set(0.9, 0.9)

    Date.now() - @kickTime

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