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

    @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)

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