 
     _updateAnimations: ->
       unless @isInMidAir() or @nextAction is 'none'
-        return if @nextAction is 'stop' and @animations.frame is 17 # Patch.
         @_changeAnimation @nextAction, @animation?.loop
         return
 

      @acceleration.x = @runAcceleration * direction

    _turn: (direction) ->
      return if !@_isTurning and @isRunning(direction)

      if @_isTurning and @animation?.isFinished
        @nextAction = 'start'
        @_isTurning = no

        @debugTextItems[label] = "#{label}: #{value} #{details}"

    isInMidAir: -> @state is 'rising' or @state is 'falling'

    update: ->
      @_updateBaseMovement()
