- 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->current_pos = dest->spawn_pos;
- dest->inertia = dest->type->spawn_inertia;
- dest->flags = 0;
- dest->tick_counter = 0;
- dest->current_frame = 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);