 noActionCommand = (level) ->
   return
 
-arrowCommandRender = (ctx) ->
-  renderArrow(ctx, @dir.theta, inner_command_size)
+arrowCommandRender = (ctx, rev) ->
+  ics = inner_command_size * if rev then -1 else 1
+
+  renderArrow(ctx, @dir.theta, ics)
 
 reverseCommandRender = (ctx) ->
   ics  = inner_command_size

    for pt in command_scrim_points
      ctx.fillRect(pt.x-ics*.1, pt.y-ics*.1, ics*.2, ics*.2)
 
  what.render(ctx)
  ctx.restore()

  return

  (x1-x0)*t + x0

animateLevel = (t) ->
  #console.log("mode = " + @mode + " animMode = " + @animation_mode)

  if @animation_mode == levelAnimMode.READY
    if @mode == levelMode.PLAYING
      @show_current_command = null
    else
      @show_current_command = @current_command
    @bot.showxi = @bot.xi
    @bot.showyi = @bot.yi
    @bot.showdir = @bot.dir

    next_move_control =
      start: (t: t, x: @bot.xi, y: @bot.yi, dir: @bot.dir)
      duration: 1/bot_speed
