Don't just compute the height adjustement, use it.

Now the halos will be adjusted to units in water. Perhaps.
This commit is contained in:
Guillaume Melquiond 2005-06-04 07:14:46 +00:00
parent 8769377153
commit 57c95f5efa

View file

@ -1348,9 +1348,14 @@ void calculate_healing(display& disp, const gamestatus& status, const gamemap& m
healer.set_healing(true);
if(halo_image.empty() == false) {
const int height_adjust = healer.is_flying() ? 0 : int(map.get_terrain_info(map.get_terrain(i->second)).unit_height_adjust()*disp.zoom());
halo::add(disp.get_location_x(i->second)+disp.hex_size()/2,disp.get_location_y(i->second)+disp.hex_size()/2,
halo_image,healer.facing_left() ? halo::NORMAL : halo::REVERSE,1);
int height_adjust = healer.is_flying() ? 0 :
int(map.get_terrain_info(map.get_terrain(i->second)).
unit_height_adjust() * disp.zoom());
int d = disp.hex_size();
halo::add(disp.get_location_x(i->second) + d / 2,
disp.get_location_y(i->second) + d / 2 - height_adjust,
halo_image, healer.facing_left() ? halo::NORMAL :
halo::REVERSE, 1);
}
disp.draw_tile(i->second.x,i->second.y);