Vector<int> positionCorrection(battle->Res().swapCursor->Width() / 2, battle->HeroTagAt(i).HeroSprite()->Height() - battle->Res().swapCursor->Height() / 2);
// indicator offsets are inverted for heroes
positionCorrection -= cursorOffset;
positions.push_back(battle->HeroTagPositionAt(i) + battle->HeroTagAt(i).HeroOffset() + positionCorrection);
}
if (flipFlop) {
Vector<int> positionCorrection(battle->Res().swapCursor->Width() / 2, battle->HeroTagAt(i).HeroSprite()->Height() - battle->Res().swapCursor->Height() / 2);
// indicator offsets are inverted for heroes
positionCorrection -= cursorOffset;
positions.push_back(battle->HeroTagPositionAt(i) + battle->HeroTagAt(i).HeroOffset() + positionCorrection);
}
if (flipFlop) {