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Fix order of objects
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3c062bae32
commit
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@ -133,13 +133,6 @@ void MainWindow::on_actionOpen_triggered()
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for(int i = 0; i < map->width; ++i)
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{
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mapHandler.drawTerrainTile(i, j, 0);
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}
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}
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for(int j = 0; j < map->height; ++j)
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{
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for(int i = 0; i < map->width; ++i)
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{
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mapHandler.drawObjects(i, j, 0);
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}
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}
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@ -336,8 +336,6 @@ void MapHandler::drawObjects(int x, int y, int z)
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auto & objects = ttiles[z * (sizes.x * sizes.y) + y * sizes.x + x].objects;
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for(auto & object : objects)
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{
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if(!object.real)
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continue;
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//if(object.visi)
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const CGObjectInstance * obj = object.obj;
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@ -352,9 +350,9 @@ void MapHandler::drawObjects(int x, int y, int z)
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auto objData = findObjectBitmap(obj, animationFrame);
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if (objData.objBitmap)
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{
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QRect srcRect(object.rect.x(), object.rect.y(), tileSize, tileSize);
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QRect srcRect(object.rect.x() + x * 32, object.rect.y() + y * 32, tileSize, tileSize);
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painter.drawImage(x * tileSize, y * tileSize, *objData.objBitmap);
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painter.drawImage(x * 32 - object.rect.x(), y * 32 - object.rect.y(), *objData.objBitmap);
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//drawObject(targetSurf, objData.objBitmap, &srcRect, objData.isMoving);
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if (objData.flagBitmap)
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{
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