}
void SelectHero::RenderCursor(SDL_Surface *screen) const {
+ const Vector<int> offset((screen->w - partyMenu->Width()) / 2, (screen->h - partyMenu->Height()) / 2);
Vector<int> position(
0, Game().state->party[cursor]->BattleSprite()->Height());
position += partyMenu->StatusOffset(cursor);
- Res().heroCursor->Draw(screen, position);
+ Res().heroCursor->Draw(screen, position + offset);
}
}