void CGravControllerPoint::DetachEntity( void )
{
	CBaseEntity *pEntity = m_attachedEntity;
	if ( pEntity )
	{
		IPhysicsObject *pPhys = GetPhysObjFromPhysicsBone( pEntity, m_attachedPhysicsBone );
		if ( pPhys )
		{
			// on the odd chance that it's gone to sleep while under anti-gravity
			pPhys->Wake();
			pPhys->SetDamping( NULL, &m_saveDamping );
			pPhys->SetMass( m_saveMass );
		}
	}
	m_attachedEntity = NULL;
	m_attachedPhysicsBone = 0;
	if ( physenv )
	{
		physenv->DestroyMotionController( m_controller );
	}
	m_controller = NULL;

	// UNDONE: Does this help the networking?
	m_targetPosition = vec3_origin;
	m_worldPosition = vec3_origin;
}
void CGrabController::DetachEntity( void )
{
	CBaseEntity *pEntity = GetAttached();
	if ( pEntity )
	{
		IPhysicsObject *pPhys = pEntity->VPhysicsGetObject();
		if ( pPhys )
		{
			// on the odd chance that it's gone to sleep while under anti-gravity
			pPhys->Wake();
			pPhys->SetDamping( NULL, &m_saveRotDamping );
			PhysClearGameFlags( pPhys, FVPHYSICS_PLAYER_HELD );
		}
	}
	m_attachedEntity = NULL;
	physenv->DestroyMotionController( m_controller );
	m_controller = NULL;
}
void CGrabController::DetachEntity( bool bClearVelocity )
{
	Assert(!PhysIsInCallback());
	CBaseEntity *pEntity = GetAttached();
	if ( pEntity )
	{
		// Restore the LS blocking state
		pEntity->SetBlocksLOS( m_bCarriedEntityBlocksLOS );
		IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT];
		int count = pEntity->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) );
		for ( int i = 0; i < count; i++ )
		{
			IPhysicsObject *pPhys = pList[i];
			if ( !pPhys )
				continue;

			// on the odd chance that it's gone to sleep while under anti-gravity
			pPhys->EnableDrag( true );
			pPhys->Wake();
			pPhys->SetMass( m_savedMass[i] );
			pPhys->SetDamping( NULL, &m_savedRotDamping[i] );
			PhysClearGameFlags( pPhys, FVPHYSICS_PLAYER_HELD );
			if ( bClearVelocity )
			{
				PhysForceClearVelocity( pPhys );
			}
			else
			{
				ClampPhysicsVelocity( pPhys, player_walkspeed.GetFloat() * 1.5f, 2.0f * 360.0f );
			}

		}
	}

	m_attachedEntity = NULL;
	physenv->DestroyMotionController( m_controller );
	m_controller = NULL;
}