-
- // 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;
- }
-
- if (xst > xend) {
- end_sequence = new EndSequenceWalkLeft();
- } else {
- end_sequence = new EndSequenceWalkRight();
- }*/