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authorYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2011-03-17 19:27:39 +0100
committerYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2011-03-17 19:27:39 +0100
commit2a2316f720ed7f821809cff840487e992f4918d3 (patch)
treeb1a2198013c984ed21cdeebe708104b697ba933d /src/flooritem.cpp
parent45c3f943b42423dbe162bfac4a57cad013ba0630 (diff)
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Fix actor and floor items offsets on tA.
The code was simplified a bit, too.
Diffstat (limited to 'src/flooritem.cpp')
-rw-r--r--src/flooritem.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/src/flooritem.cpp b/src/flooritem.cpp
index db62ce9a..c5a031fe 100644
--- a/src/flooritem.cpp
+++ b/src/flooritem.cpp
@@ -42,8 +42,7 @@ FloorItem::FloorItem(int id,
// these translations aren't necessary anymore. The sprites know
// best where their base point should be.
mPos.x = x * map->getTileWidth() + 16;
- mPos.y = y * map->getTileHeight() +
- ((Net::getNetworkType() == ServerInfo::MANASERV) ? 15 : 32);
+ mPos.y = y * map->getTileHeight() + 16;
setupSpriteDisplay(itemDb->get(itemId).getDisplay());
}