* @brief Render a player sprite * @param out Output buffer * @param tilePosition dPiece coordinates * @param targetBufferPosition Output buffer coordinates */
| 471 | * @param targetBufferPosition Output buffer coordinates |
| 472 | */ |
| 473 | void DrawDeadPlayer(const Surface &out, Point tilePosition, Point targetBufferPosition) |
| 474 | { |
| 475 | dFlags[tilePosition.x][tilePosition.y] &= ~DungeonFlag::DeadPlayer; |
| 476 | |
| 477 | for (Player &player : Players) { |
| 478 | if (player.plractive && player._pHitPoints == 0 && player.isOnActiveLevel() && player.position.tile == tilePosition) { |
| 479 | dFlags[tilePosition.x][tilePosition.y] |= DungeonFlag::DeadPlayer; |
| 480 | const Point playerRenderPosition { targetBufferPosition }; |
| 481 | DrawPlayer(out, player, tilePosition, playerRenderPosition); |
| 482 | } |
| 483 | } |
| 484 | } |
| 485 | |
| 486 | /** |
| 487 | * @brief Render an object sprite |
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