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源码 MoverRender.cpp6 E( b5 J( \: p
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Code:
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3 k/ O* g; G/ W8 ], L' J* @1 c else if(checkhero == LEGEND_CLASS_HERO) //憉憃AI煝慽.
0 Y! ~5 p6 K9 Y4 z# } {
2 t* e' S* Q0 U- U //strPath = MakePath( DIR_ICON, "icon_Hero.dds"); 7 R+ B1 p, M( F# G
//pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
+ Z) q: p5 |# i pTexture = g_Neuz.m_pHeroIcon; 2 V: X# O- W1 i: c
if(pTexture != NULL)
. A# \6 n: K6 U* y {
/ H& y! t0 u; A; I$ M3 W8 e point.y -= pTexture->m_size.cy + 5;) I/ M' I3 a, ^
pTexture->Render( &g_Neuz.m_2DRender, point );
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#if __VER >= 16 //__3RD_LEGEND16$ }0 u3 Q0 y4 Z& ~0 O! C( f1 m
else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 130 && m_nLevel < 140)
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strPath = MakePath( DIR_ICON, "icon_Hero.dds"); a# R$ ~7 U) J* {
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
. L* K5 k1 B0 ~( h1 ?// pTexture = g_Neuz.m_pLegendIcon[0];) \# W) U7 v6 w& n1 u* E
if(pTexture != NULL)
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# Q( }- z: v% e/ W* o7 c; o7 W point.y -= pTexture->m_size.cy + 5;4 V. G1 S" W$ k! y [- F ?9 B
pTexture->Render( &g_Neuz.m_2DRender, point ); | w( z, f4 C0 p0 b$ f m) p
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}
! l* Y1 K8 F+ a) q# @* J& I else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 140 && m_nLevel < 150)
* Y4 C$ {* m" M" q1 j {
N% a" I* m: V; l# m strPath = MakePath( DIR_ICON, "icon_Hero1.dds");
* u; W- @: C5 h* g# B3 g V pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
6 Y& g, p: S9 k- p$ M4 h// pTexture = g_Neuz.m_pLegendIcon[1];0 s; a* a* W1 ^! |
if(pTexture != NULL)
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point.y -= pTexture->m_size.cy + 5;7 X# H+ U, O; v4 c' g
pTexture->Render( &g_Neuz.m_2DRender, point );
( M1 s; g6 p+ W$ j4 ] }
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9 q! d6 Q& M$ ?) w. h& @. }, H#endif // __3RD_LEGEND16* E5 {9 d8 f# L$ R: _) x
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