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源码 MoverRender.cpp" \( K$ a( O* m# [8 p% H
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else if(checkhero == LEGEND_CLASS_HERO) //憉憃AI煝慽.
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//strPath = MakePath( DIR_ICON, "icon_Hero.dds"); 9 e" A" \- H" f/ _! a0 r+ w. T
//pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );$ M/ \: a" F8 y" J4 z) t
pTexture = g_Neuz.m_pHeroIcon; ' i* r: V) i. K0 P
if(pTexture != NULL) - r( v- n! R) g5 a) Z
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point.y -= pTexture->m_size.cy + 5;! d: }) v' P& E9 z. z7 e9 U U# w7 c
pTexture->Render( &g_Neuz.m_2DRender, point );
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* s* n9 e4 {* {. i4 W$ Q% a#if __VER >= 16 //__3RD_LEGEND16) ?2 Q8 V, G' T' Z) C
else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 130 && m_nLevel < 140)
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strPath = MakePath( DIR_ICON, "icon_Hero.dds");
- ]0 x! a. t$ ~4 e# P0 Q8 X pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
: X% @5 D* Q6 j i& x( z// pTexture = g_Neuz.m_pLegendIcon[0];
# x0 T7 h1 M E$ p) v if(pTexture != NULL)
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point.y -= pTexture->m_size.cy + 5;
" K% Y; [6 V- a5 P4 N" W pTexture->Render( &g_Neuz.m_2DRender, point );
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else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 140 && m_nLevel < 150)
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strPath = MakePath( DIR_ICON, "icon_Hero1.dds");4 l9 K0 p0 }0 I) Q- s) H" _
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );/ Q6 B# ` `! t$ V' T! o& r
// pTexture = g_Neuz.m_pLegendIcon[1];
- @$ M+ U- W2 ~* L! n if(pTexture != NULL)
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1 \" {8 M" b1 ]& L, z# o Z point.y -= pTexture->m_size.cy + 5;
" Y. z I% ~) Q# y4 ? pTexture->Render( &g_Neuz.m_2DRender, point );
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}
/ k6 _( A }. v5 l( J: A6 d( v#endif // __3RD_LEGEND16
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