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authorYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2011-05-31 00:27:37 +0200
committerYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2011-06-03 18:08:57 +0200
commitd50f35d13e73b72eae1d744971657bd665aa1f33 (patch)
treeac6c96c4dea6d3593c29f9d819c4b3637c16274a
parentde67d6fcb4f30ee34933e8bed5b4c92cffd302d2 (diff)
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Hopefully fixed the particle offset when controlled by beings.
Reviewed-by: Jaxad0127. Resolves issue: #345.
-rw-r--r--src/actorsprite.cpp9
1 files changed, 8 insertions, 1 deletions
diff --git a/src/actorsprite.cpp b/src/actorsprite.cpp
index 68b92a1f..7208a91a 100644
--- a/src/actorsprite.cpp
+++ b/src/actorsprite.cpp
@@ -110,8 +110,15 @@ void ActorSprite::logic()
}
}
+ Map *map = Game::instance() ? Game::instance()->getCurrentMap() : 0;
+ float py = mPos.y;
+ if (map)
+ {
+ py += (float)map->getTileHeight() / 2;
+ }
+
// Update particle effects
- mChildParticleEffects.moveTo(mPos.x, mPos.y);
+ mChildParticleEffects.moveTo(mPos.x, py);
}
void ActorSprite::actorLogic()