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Fix vertically-warping entities being drawn with wrong offset
When an entity vertically warps, it teleports upwards or downwards by 232 pixels. However, the graphics code draws them with an offset of 230 pixels. This is off by 2 pixels, but it's enough to make a downwards-moving enemy look like it suddenly collides with the bottom of the screen (in a room without a room name) before it warps, especially if you go frame-by-frame.
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1 changed files with 2 additions and 2 deletions
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@ -1801,12 +1801,12 @@ void Graphics::drawentity(const int i, const int yoff)
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if (tpoint.y < 0)
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{
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wrapY = true;
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wrappedPoint.y += 230;
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wrappedPoint.y += 232;
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}
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else if (tpoint.y > 210)
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{
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wrapY = true;
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wrappedPoint.y -= 230;
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wrappedPoint.y -= 232;
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}
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const bool isInWrappingAreaOfTower = map.towermode && !map.minitowermode && map.ypos >= 500 && map.ypos <= 5000;
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