namespace battle {
-void SmallHeroTag::Render(SDL_Surface *screen, int width, int height, geometry::Vector<int> position) const {
+void SmallHeroTag::Render(SDL_Surface *screen, int width, int height, const geometry::Vector<int> &position) const {
const Resources &r(battle->Res());
const Frame *frame((index == battle->MaxHeroes() - 1) ? r.lastSmallHeroTagFrame : r.smallHeroTagFrame);
const Font *font(r.normalFont);
const Hero &hero(battle->HeroAt(index));
int gaugeWidth(width - 2 * frame->BorderWidth() - labels->Width());
- Vector<int> nameOffset(frame->BorderWidth(), frame->BorderHeight());
+ Vector<int> nameOffset(frame->BorderSize());
Vector<int> hpLabelOffset(nameOffset.X(), nameOffset.Y() + font->CharHeight());
Vector<int> mpLabelOffset(hpLabelOffset.X(), hpLabelOffset.Y() + font->CharHeight());
Vector<int> ipLabelOffset(mpLabelOffset.X(), mpLabelOffset.Y() + font->CharHeight());