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源码 MoverRender.cpp5 i, r/ _* \1 x* b! B
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else if(checkhero == LEGEND_CLASS_HERO) //憉憃AI煝慽.
@% V+ i: u2 X. l. t {
! N' U5 s2 K4 [, }: [6 h$ x# g //strPath = MakePath( DIR_ICON, "icon_Hero.dds");
1 J- t" v8 r" ^% J1 P//pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );; c6 ^7 f ] Y6 F; Z2 }5 F/ N
pTexture = g_Neuz.m_pHeroIcon; # s' `7 [0 N# l7 b5 j5 k* n9 A
if(pTexture != NULL)
& h% t2 D: s: C* m3 ^, C {
$ j& |, r/ A% W7 a point.y -= pTexture->m_size.cy + 5;) `6 V% e/ F( j7 c% }
pTexture->Render( &g_Neuz.m_2DRender, point );$ p8 F" R4 ~! Y L" i# n
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}
, K5 c" F4 [0 ^$ f7 B1 \! d#if __VER >= 16 //__3RD_LEGEND16
2 T3 Z+ m8 `8 W3 R3 }7 k D else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 130 && m_nLevel < 140)
X7 o) t* n( ?& t {
( M7 j/ w2 d& j strPath = MakePath( DIR_ICON, "icon_Hero.dds");* I5 @( h2 D6 t9 l- d
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );% q) q: V/ l9 s; Y+ E: \- s
// pTexture = g_Neuz.m_pLegendIcon[0];
4 G+ ^! E: R) i3 ]( l2 P4 n if(pTexture != NULL)
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. k9 r( O$ d# l$ m% J0 h point.y -= pTexture->m_size.cy + 5;# U& }; q! n. w9 P8 ?* ~
pTexture->Render( &g_Neuz.m_2DRender, point );- `. \7 ^& g; x1 R- Z
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}; `" N1 z# |& [
else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 140 && m_nLevel < 150)) z) a# D: w& v' B4 w
{
; e* ]; y7 `8 D' v4 v- @/ i6 j4 | strPath = MakePath( DIR_ICON, "icon_Hero1.dds");: a$ p' q8 ^0 Z: W
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
6 a' e( P: `: j+ m2 `// pTexture = g_Neuz.m_pLegendIcon[1];2 H" g0 B/ W: Y S7 ~
if(pTexture != NULL)
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point.y -= pTexture->m_size.cy + 5;" A7 X0 j! q5 c, b! t6 {% @8 ?" X, c
pTexture->Render( &g_Neuz.m_2DRender, point );. k, ]0 y2 `) |) l6 i. p
}
# P5 @/ W! V0 }. }$ ^& s }3 x0 ?( E" o% J1 j' a% E6 d
#endif // __3RD_LEGEND16
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