dbr.velocity_x = this.debrisvelocity.x + this.debrisvelocityjitter.x * crandom();
dbr.velocity_y = this.debrisvelocity.y + this.debrisvelocityjitter.y * crandom();
dbr.velocity_z = this.debrisvelocity.z + this.debrisvelocityjitter.z * crandom();
- this.velocity = this.velocity + force * this.debrisdamageforcescale;
+ dbr.velocity = dbr.velocity + force * this.debrisdamageforcescale;
+ dbr.angles = this.angles;
dbr.avelocity_x = random()*this.debrisavelocityjitter.x;
dbr.avelocity_y = random()*this.debrisavelocityjitter.y;
dbr.avelocity_z = random()*this.debrisavelocityjitter.z;