Correctly render all four objects for every cell in a map
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@@ -163,8 +163,10 @@ func (s *state) present(pWin *pixelgl.Window) {
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cell := gameMap.Cells.At(x, y, z)
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surfaceSprite, _ := s.env.getSprite(s.env.set.SurfacePalette, cell.Surface)
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centerSprite, _ := s.env.getSprite(s.env.set.CenterPalette, cell.Center)
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surfaceSprite, _ := s.env.getSprite(s.env.set.Palette, cell.Surface)
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centerSprite, _ := s.env.getSprite(s.env.set.Palette, cell.Center)
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leftSprite, _ := s.env.getSprite(s.env.set.Palette, cell.Left)
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rightSprite, _ := s.env.getSprite(s.env.set.Palette, cell.Right)
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fX := float64(x)
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fY := float64(y)
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@@ -185,6 +187,14 @@ func (s *state) present(pWin *pixelgl.Window) {
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if centerSprite != nil {
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centerSprite.Spr.Draw(pWin, pixel.IM.Moved(iso))
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}
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if leftSprite != nil {
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leftSprite.Spr.Draw(pWin, pixel.IM.Moved(iso))
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}
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if rightSprite != nil {
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rightSprite.Spr.Draw(pWin, pixel.IM.Moved(iso))
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}
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}
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}
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}
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