     }
     public function face(direction:uint):void
     {
-      if (this.velocity.x != 0 &&
-          this.nextAction != STOP &&
-          this.facing != direction)
+      if (
+        this.velocity.x != 0 &&
+        this.nextAction != STOP &&
+        this.facing != direction
+      )
       {
         this.nextAction = STOP;
         if (!this.inMidAir())

      // - Basically handle starting and ending of jump, and starting of
      // falling. The tracking of pVelocity is an extra complexity. The
      // possibility of hitting the ceiling during jump is another one.
      if (FlxG.keys.justPressed('UP') && jumpTimer.finished &&
          this.isTouching(FlxObject.FLOOR))
      {
        // Try to jump.
        jumpStart();

      this.acceleration.y = this.naturalForces.y;
      this.oDrag.x = this.drag.x;
      this.jumpDrag.x = this.oDrag.x * 2;
      if (this.animDelegate == null)
      {
        throw new Error('Player animation delegate is required.');
      }
      this.animDelegate.playerIsFalling();
    }

