|
|
|
|
@ -729,7 +729,7 @@ void DrawMonsterHelper(const Surface &out, Point tilePosition, Point targetBuffe
|
|
|
|
|
void DrawPlayerHelper(const Surface &out, const Player &player, Point tilePosition, Point targetBufferPosition) |
|
|
|
|
{ |
|
|
|
|
Displacement offset = {}; |
|
|
|
|
if (player.IsWalking()) { |
|
|
|
|
if (player.isWalking()) { |
|
|
|
|
offset = GetOffsetForWalking(player.AnimInfo, player._pdir); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
@ -999,7 +999,7 @@ void DrawGame(const Surface &fullOut, Point position)
|
|
|
|
|
// Adjust by player offset and tile grid alignment
|
|
|
|
|
Player &myPlayer = *MyPlayer; |
|
|
|
|
Displacement offset = {}; |
|
|
|
|
if (myPlayer.IsWalking()) |
|
|
|
|
if (myPlayer.isWalking()) |
|
|
|
|
offset = GetOffsetForWalking(myPlayer.AnimInfo, myPlayer._pdir, true); |
|
|
|
|
int sx = offset.deltaX + tileOffset.deltaX; |
|
|
|
|
int sy = offset.deltaY + tileOffset.deltaY; |
|
|
|
|
@ -1039,7 +1039,7 @@ void DrawGame(const Surface &fullOut, Point position)
|
|
|
|
|
UpdateMissilesRendererData(); |
|
|
|
|
|
|
|
|
|
// Draw areas moving in and out of the screen
|
|
|
|
|
if (myPlayer.IsWalking()) { |
|
|
|
|
if (myPlayer.isWalking()) { |
|
|
|
|
switch (myPlayer._pdir) { |
|
|
|
|
case Direction::NoDirection: |
|
|
|
|
break; |
|
|
|
|
|