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authorBertram <bertram@cegetel.net>2009-10-29 01:07:11 +0100
committerBertram <bertram@cegetel.net>2009-10-29 01:07:11 +0100
commit45223500f7a5f661adea71e57010b018bac2cf32 (patch)
tree9bb009e84d4a1f8de9415a6d36395d1b0ed6150f /src/being.cpp
parent3350289ca6aa76c4b7249374af2f3f08fbecbe93 (diff)
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Mostly fixed the walk on water bug... But...
The current code tells that the character must stop in the middle of a tile when the tile to the north is blocking. But even now with respecting this, the player is still on water. So, what to do? Correct the water tile?
Diffstat (limited to 'src/being.cpp')
-rw-r--r--src/being.cpp3
1 files changed, 0 insertions, 3 deletions
diff --git a/src/being.cpp b/src/being.cpp
index 6542a14b..feec617a 100644
--- a/src/being.cpp
+++ b/src/being.cpp
@@ -165,9 +165,6 @@ void Being::setDestination(int dstX, int dstY)
return;
}
- // FIXME: Look into making this code neater.
- // Interpolate the offsets. Also convert from tile based to pixel based
-
// Find the starting offset
float startX = (srcX % 32);
float startY = (srcY % 32);