- dest->spawn_pos.x = FIXED_POINT(thing.x * JUMPNRUN_TILE_PIXEL_WIDTH , 0);
- dest->spawn_pos.y = FIXED_POINT(thing.y * JUMPNRUN_TILE_PIXEL_HEIGHT, 0);
- dest->base.current_box = rectangle_new(dest->spawn_pos, dest->type->extent);
- dest->base.inertia = dest->type->spawn_inertia;
- dest->flags = 0;
- dest->base.tick_minor = 0;
- dest->base.anim_frame = 0;
- dest->base.anim_direction = 0;
- dest->base.touching_ground = 0;
- dest->base.jumpable_frames = 0;
+ dest->spawn_pos.x = FIXED_POINT( thing.x * JUMPNRUN_TILE_PIXEL_WIDTH , 0);
+ dest->spawn_pos.y = FIXED_POINT((thing.y + 1) * JUMPNRUN_TILE_PIXEL_HEIGHT - dest->type->animation_frames[0].height, 0);
+ jumpnrun_enemy_despawn(dest);