     @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)
+    @sprite.rotation = 0 if isNaN(@sprite.rotation)
 
   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)
+    @sprite.rotation = 0 if isNaN(@sprite.rotation)
 
   kick:(vector)->
     @rolling = true

    return unless @sprite.body?

    velocity = @sprite.body.velocity

    if @possessorId?
      possessor = @game.entityManager.entities[@possessorId]

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