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-rw-r--r--src/actorsprite.cpp18
1 files changed, 11 insertions, 7 deletions
diff --git a/src/actorsprite.cpp b/src/actorsprite.cpp
index b4b56451..68b92a1f 100644
--- a/src/actorsprite.cpp
+++ b/src/actorsprite.cpp
@@ -22,6 +22,7 @@
#include "client.h"
#include "event.h"
+#include "game.h"
#include "imagesprite.h"
#include "localplayer.h"
#include "log.h"
@@ -67,11 +68,8 @@ ActorSprite::~ActorSprite()
bool ActorSprite::draw(Graphics *graphics, int offsetX, int offsetY) const
{
- // TODO: Eventually, we probably should fix all sprite offsets so that
- // these translations aren't necessary anymore. The sprites know
- // best where their base point should be.
- const int px = getPixelX() + offsetX - 16;
- const int py = getPixelY() + offsetY - 16;
+ int px = getPixelX() + offsetX;
+ int py = getPixelY() + offsetY;
if (mUsedTargetCursor)
{
@@ -80,6 +78,12 @@ bool ActorSprite::draw(Graphics *graphics, int offsetX, int offsetY) const
mUsedTargetCursor->draw(graphics, px, py);
}
+ Map *map = Game::instance() ? Game::instance()->getCurrentMap() : 0;
+ if (map)
+ {
+ py += map->getTileHeight() / 2;
+ }
+
return drawSpriteAt(graphics, px, py);
}
@@ -450,8 +454,8 @@ void ActorSprite::loadTargetCursor(const std::string &filename,
for (unsigned int i = 0; i < currentImageSet->size(); ++i)
{
anim->addFrame(currentImageSet->get(i), 75,
- (16 - (currentImageSet->getWidth() / 2)),
- (16 - (currentImageSet->getHeight() / 2)));
+ -(currentImageSet->getWidth() / 2),
+ -(currentImageSet->getHeight() / 2));
}
SimpleAnimation *currentCursor = new SimpleAnimation(anim);