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authorBjørn Lindeijer <bjorn@lindeijer.nl>2006-12-09 01:44:18 +0000
committerBjørn Lindeijer <bjorn@lindeijer.nl>2006-12-09 01:44:18 +0000
commit3c214ff26a33555e3744608d7047286eb9eb5780 (patch)
tree46f5dce9cee082509cfa588b4cf93e7eb937e931 /src/being.cpp
parent4408659ea0f7c25e1d73718576822b562a29d0b4 (diff)
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Use new animation system in character selection/creation. Shows equipment and
allowed for some cleanup. Had a bit of help from the patch by VictorSan.
Diffstat (limited to 'src/being.cpp')
-rw-r--r--src/being.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/being.cpp b/src/being.cpp
index e6077d35..b3cb9906 100644
--- a/src/being.cpp
+++ b/src/being.cpp
@@ -63,6 +63,7 @@ Being::Being(Uint32 id, Uint16 job, Map *map):
mSpeechTime(0),
mDamageTime(0),
mShowSpeech(false), mShowDamage(false),
+ mPx(0), mPy(0),
mSprites(VECTOREND_SPRITE, NULL),
mEquipmentSpriteIDs(VECTOREND_SPRITE, 0)
{
@@ -331,7 +332,7 @@ Being::logic()
}
void
-Being::draw(Graphics *graphics, int offsetX, int offsetY)
+Being::draw(Graphics *graphics, int offsetX, int offsetY) const
{
int px = mPx + offsetX;
int py = mPy + offsetY;