}
void SelectHero::RenderCursor(SDL_Surface *screen) const {
- const HeroStatus &status(parent->GetHeroStatus(cursor));
Vector<int> position(
0, Game().state->party[cursor]->BattleSprite()->Height());
- position += status.Position() + parent->StatusOffset();
+ position += parent->StatusOffset(cursor);
Res().heroCursor->Draw(screen, position);
}