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authorBjørn Lindeijer <bjorn@lindeijer.nl>2009-03-27 17:45:36 +0100
committerBjørn Lindeijer <bjorn@lindeijer.nl>2009-03-27 17:45:45 +0100
commit1dcaa196fd8339dbdd28f9c09c62636b663a3846 (patch)
treec7faf82210e428787804204e3dc8e5dc6c725947 /src/gui/viewport.cpp
parent17b2b19e7b907ae955e500d44dd167d2f31ce7bd (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.cpp2
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