       @acceleration.x = @runAcceleration * direction
 
     _turn: (direction) ->
-      return if !@_isTurning and @isRunning(direction)
-
       if @_isTurning and @animation?.isFinished
         @nextAction = 'start'
         @_isTurning = no


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


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

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

    update: ->
      @_updateBaseMovement()
