Don't just compute the height adjustement, use it.
Now the halos will be adjusted to units in water. Perhaps.
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1 changed files with 8 additions and 3 deletions
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@ -1348,9 +1348,14 @@ void calculate_healing(display& disp, const gamestatus& status, const gamemap& m
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healer.set_healing(true);
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if(halo_image.empty() == false) {
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const int height_adjust = healer.is_flying() ? 0 : int(map.get_terrain_info(map.get_terrain(i->second)).unit_height_adjust()*disp.zoom());
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halo::add(disp.get_location_x(i->second)+disp.hex_size()/2,disp.get_location_y(i->second)+disp.hex_size()/2,
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halo_image,healer.facing_left() ? halo::NORMAL : halo::REVERSE,1);
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int height_adjust = healer.is_flying() ? 0 :
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int(map.get_terrain_info(map.get_terrain(i->second)).
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unit_height_adjust() * disp.zoom());
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int d = disp.hex_size();
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halo::add(disp.get_location_x(i->second) + d / 2,
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disp.get_location_y(i->second) + d / 2 - height_adjust,
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halo_image, healer.facing_left() ? halo::NORMAL :
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halo::REVERSE, 1);
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}
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disp.draw_tile(i->second.x,i->second.y);
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