From bc09bd72d3aaaf5273db722fd1dd97bc6b99540e Mon Sep 17 00:00:00 2001 From: Tim Sarbin Date: Sun, 25 Nov 2018 18:52:35 -0500 Subject: [PATCH] Fixed render priority issue --- OpenDiablo2.Core/GameState/GameState.cs | 2 +- OpenDiablo2.Core/Map Engine/MapEngine.cs | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/OpenDiablo2.Core/GameState/GameState.cs b/OpenDiablo2.Core/GameState/GameState.cs index 6221541d..cd3c0373 100644 --- a/OpenDiablo2.Core/GameState/GameState.cs +++ b/OpenDiablo2.Core/GameState/GameState.cs @@ -48,7 +48,7 @@ namespace OpenDiablo2.Core.GameState_ Seed = random.Next(); sceneManager.ChangeScene("Game"); - ChangeMap(eLevelId.Act3_MephistoComplex); + ChangeMap(eLevelId.Act2_Town); } public void ChangeMap(eLevelId levelId) diff --git a/OpenDiablo2.Core/Map Engine/MapEngine.cs b/OpenDiablo2.Core/Map Engine/MapEngine.cs index f3e2500d..c1550a4d 100644 --- a/OpenDiablo2.Core/Map Engine/MapEngine.cs +++ b/OpenDiablo2.Core/Map Engine/MapEngine.cs @@ -79,8 +79,8 @@ namespace OpenDiablo2.Core.Map_Engine var visualY = ((x + y) * (cellSizeY / 2)) - cOffY; - DrawWall(x, y, visualX, visualY, false); DrawFloor(x, y, visualX, visualY); + DrawWall(x, y, visualX, visualY, false); DrawWall(x, y, visualX, visualY, true); DrawRoof(x, y, visualX, visualY); // //DrawShadow(x, y, visualX, visualY);