             occurrence = occurringTimeStep!
         }
         
-        let canSend = validToSend(player)
+        let canSend = isValidToSend(player)
         switch event {
             case .PlayerDidJump:
                 player.jump(occurrence)

        if player.playerNumber == state.myPlayer.playerNumber {
            player.fallBehind()
            player.becomeInvulnerable(timeStep)
            if validToSend(player) {
                sendCollisionData(player.xCoordinate)
            }
            // If player fell off the grid, he finished the race

                state.updatePlayerScore(myPeerID, score: score)
                player.lost()
                
                if isValidToSend(player) {
                    sendPlayerLostData(score)
                }
                
