- if(world->solids->get_width() * 32 - 320 < tux->get_pos().x)
- {
- world->activate("main");
- world->camera->reset(tux->get_pos());
- }
-
- tux->can_jump = true;
- float last_tux_x_pos = tux->get_pos().x;
- world->action(elapsed_time);
-
-
- // disabled for now, since with the new jump code we easily get deadlocks
- // Jump if tux stays in the same position for one loop, ie. if he is
- // stuck behind a wall
- if (last_tux_x_pos == tux->get_pos().x)
- {
- walking = false;
- }
+ if(sector->solids->get_width() * 32 - 320 < tux->get_pos().x) {
+ sector->activate("main");
+ sector->camera->reset(tux->get_pos());
+ }