     {
         var currentState = state
         
-        var changedFacingDirection = faceLocation(destination)
+        let changedFacingDirection = faceLocation(destination)
         if changedFacingDirection && ((currentState == .Running) || (currentState == .RunningAndShooting))
         {
             currentState = .Still

    
    func faceLocation(location: CGPoint) -> Bool
    {
        var multiplierForDirection : CGFloat
        var wasFacingLeft = self.xScale < 0.0
        
        if location.x <= position.x
        {
            // facing left

            multiplierForDirection = 1.0
        }
        
        xScale = CGFloat(CGFloat(fabsf(xScale)) * multiplierForDirection)
        
        return wasFacingLeft != ( xScale < 0.0 )
    }
    
    func setState(newState: State)
