When you move the prop with the physcannon, it updates the angles on the 
clientside as normal but takes a very long time to update on the server, so 
obviously when you drop the prop it'll snap to the server's angles instead.

Working on a fix at the moment, I think it's happening somewhere in the 
UpdateEntity() in the CGrabController class (in the weapon_physcannon.cpp file).

> From: [email protected]
> Date: Sun, 30 Aug 2009 02:48:19 -0700
> To: [email protected]
> Subject: Re: [hlcoders] Physcannon drops objects weird in new SDK
> 
> Did this ever get resolved? If so I'd love to know the solution, I'm
> working through this bug myself.
> 
> --Bob
> 
> 
> 
> 
> On Wed, Jul 29, 2009 at 2:49 PM, James Murray<[email protected]> wrote:
> > What file should I look in?
> >
> > On Mon, Jul 27, 2009 at 2:43 PM, Ryan Sheffer <[email protected]> wrote:
> >
> >> The movement prediction is screwed up, but I don't remember how I fixed it.
> >> Check that the client side movement is updating correctly and that it isn't
> >> failing. It looks like the server isn't updating the objects rotation, so
> >> when you drop the object it notices the deviance with the server and snaps
> >> it back.
> >>
> >> On Mon, Jul 27, 2009 at 6:45 AM, James Murray <[email protected]> wrote:
> >>
> >> > This is kinda hard to explain but here it goes, In the new Orange Box SDK
> >> > if
> >> > you pick up any object with the physcannon and drop it the object will
> >> not
> >> > stay the way it was when you were holding it instead it will almost
> >> rotate
> >> > to the position it was when you picked it up, Here is a video showing the
> >> > problem
> >> >
> >> > http://www.youtube.com/watch?v=jTvTWNR-DuU
> >> > _______________________________________________
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> >> >
> >> >
> >>
> >>
> >> --
> >> ~Ryan ( skidz )
> >> _______________________________________________
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> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> > _______________________________________________
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> > please visit:
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> >
> >
> 
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