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author | Bjørn Lindeijer <bjorn@lindeijer.nl> | 2009-03-27 17:45:36 +0100 |
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committer | Bjørn Lindeijer <bjorn@lindeijer.nl> | 2009-03-27 17:45:45 +0100 |
commit | 1dcaa196fd8339dbdd28f9c09c62636b663a3846 (patch) | |
tree | c7faf82210e428787804204e3dc8e5dc6c725947 /src/gui/viewport.cpp | |
parent | 17b2b19e7b907ae955e500d44dd167d2f31ce7bd (diff) | |
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Fixed some positioning issues
Started with not being able to click NPCs properly, and I ended up
correcting the draw positions of overhead text, targets and sprite
ordering.
It's now a bit more straight-forward. The position of a being is simply
in the middle of the sprite at the bottom. When drawing the sprite, an
offset remains because all the sprites are compensating for getting
drawn half a tile to the left and one tile up.
Diffstat (limited to 'src/gui/viewport.cpp')
-rw-r--r-- | src/gui/viewport.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/gui/viewport.cpp b/src/gui/viewport.cpp index c840e456..7b797d5b 100644 --- a/src/gui/viewport.cpp +++ b/src/gui/viewport.cpp @@ -289,7 +289,7 @@ void Viewport::drawPath(Graphics *graphics, const Path &path) void Viewport::mousePressed(gcn::MouseEvent &event) { // Check if we are alive and kickin' - if (!mMap || !player_node || player_node->mAction == Being::DEAD) + if (!mMap || !player_node || !player_node->isAlive()) return; // Check if we are busy |