diff --git a/GeneralMods/Revitalize/Framework/Objects/CustomObject.cs b/GeneralMods/Revitalize/Framework/Objects/CustomObject.cs index 13e0c012..90ae8a6f 100644 --- a/GeneralMods/Revitalize/Framework/Objects/CustomObject.cs +++ b/GeneralMods/Revitalize/Framework/Objects/CustomObject.cs @@ -288,7 +288,7 @@ namespace Revitalize.Framework.Objects float num = this.Quality < 4 ? 0.0f : (float)((Math.Cos((double)Game1.currentGameTime.TotalGameTime.Milliseconds * Math.PI / 512.0) + 1.0) * 0.0500000007450581); spriteBatch.Draw(Game1.mouseCursors, location + new Vector2(12f, (float)(Game1.tileSize - 12) + num), new Microsoft.Xna.Framework.Rectangle?(this.Quality < 4 ? new Microsoft.Xna.Framework.Rectangle(338 + (this.Quality - 1) * 8, 400, 8, 8) : new Microsoft.Xna.Framework.Rectangle(346, 392, 8, 8)), Color.White * transparency, 0.0f, new Vector2(4f, 4f), (float)(3.0 * (double)scaleSize * (1.0 + (double)num)), SpriteEffects.None, layerDepth); } - spriteBatch.Draw(this.displayTexture, location + new Vector2((float)(Game1.tileSize), (float)(Game1.tileSize)), new Rectangle?(this.animationManager.currentAnimation.sourceRectangle), Color.White * transparency, 0f, new Vector2((float)(this.animationManager.currentAnimation.sourceRectangle.Width / 2), (float)(this.animationManager.currentAnimation.sourceRectangle.Height)), scaleSize, SpriteEffects.None, layerDepth); + spriteBatch.Draw(this.displayTexture, location + new Vector2((float)(Game1.tileSize/2), (float)(Game1.tileSize*.75)), new Rectangle?(this.animationManager.currentAnimation.sourceRectangle), Color.White * transparency, 0f, new Vector2((float)(this.animationManager.currentAnimation.sourceRectangle.Width / 2), (float)(this.animationManager.currentAnimation.sourceRectangle.Height)), 3f, SpriteEffects.None, layerDepth); } public override void drawPlacementBounds(SpriteBatch spriteBatch, GameLocation location)