return battle->HeroAt(index).Sprite();
}
-void HeroTag::Render(SDL_Surface *screen, int width, int height, Vector<int> position, bool active) const {
+void HeroTag::Render(SDL_Surface *screen, int width, int height, const Vector<int> &position, bool active) const {
const Resources &r(battle->Res());
// frame
const Frame *frame(active ? r.activeHeroTagFrame : r.heroTagFrame);
- Vector<int> frameOffset(frame->BorderWidth(), frame->BorderHeight());
+ Vector<int> frameOffset(frame->BorderSize());
Vector<int> alignOffset((index % 2) ? 4 * r.heroTagFont->CharWidth() : 0, 0);
frame->Draw(screen, position, width, height);