// go in wait mode when back in water
if(dying == DYING_NOT
- && gettile(base.x, base.y+ base.height)->attributes & Tile::WATER
+ && gettile(base.x, base.y + base.height)
+ && gettile(base.x, base.y + base.height)->attributes & Tile::WATER
&& physic.get_velocity_y() <= 0 && mode == NORMAL)
{
mode = FISH_WAIT;
return;
if(dying == DYING_FALLING && physic.get_velocity_y() < 0)
- sprite->draw(context, Vector(base.x, base.y), LAYER_OBJECTS, VERTICAL_FLIP);
+ sprite->draw(context, Vector(base.x, base.y), LAYER_FOREGROUNDTILES+1, VERTICAL_FLIP);
else
sprite->draw(context, Vector(base.x, base.y), LAYER_OBJECTS);