+ // abort if a sequence is already playing
+ if (end_sequence) return;
+
+ if (sequencename == "endsequence") {
+
+ // Determine walking direction for Tux
+ /*float xst = 1.f, xend = 2.f;
+ for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin(); i != currentsector->gameobjects.end(); i++) {
+ SequenceTrigger* st = dynamic_cast<SequenceTrigger*>(*i);
+ if(!st)
+ continue;
+ if(st->get_sequence_name() == "stoptux")
+ xend = st->get_pos().x;
+ else if(st->get_sequence_name() == "endsequence")
+ xst = st->get_pos().y;