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take the anim zpos into account when building the sprite cover

This faithfully reproduces original rendering errors with the water
spouts in BG2 AR2300 and therefore looks like the right thing to do.
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commit d49201fe721d12153d931388262dc1f4c44ea608 1 parent b9e94af
@fizzet fizzet authored
Showing with 1 addition and 3 deletions.
  1. +1 −3 gemrb/core/Map.cpp
4 gemrb/core/Map.cpp
@@ -3879,9 +3879,7 @@ void AreaAnimation::Draw(const Region &screen, Map *area)
if(covers) {
if(!covers[ac] || !covers[ac]->Covers(Pos.x, Pos.y, frame->XPos, frame->YPos, frame->Width, frame->Height)) {
delete covers[ac];
- // TODO: Should this build a sprite cover with base point
- // Pos.x,Pos.y, or with Pos.y,Pos.y+height ?
- covers[ac] = area->BuildSpriteCover(Pos.x, Pos.y, -anim->animArea.x,
+ covers[ac] = area->BuildSpriteCover(Pos.x, Pos.y + height, -anim->animArea.x,
-anim->animArea.y, anim->animArea.w, anim->animArea.h, 0, true);

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