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源码 MoverRender.cpp
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else if(checkhero == LEGEND_CLASS_HERO) //憉憃AI煝慽.
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% g/ W4 X. z1 J$ | //strPath = MakePath( DIR_ICON, "icon_Hero.dds"); - U+ J) B. P7 I( l
//pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );4 U ~& K) \8 o0 a [4 @- K
pTexture = g_Neuz.m_pHeroIcon; " g1 Y2 k/ K, @. }# {9 V+ w
if(pTexture != NULL) % @6 d: @+ J" p: D2 g
{
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pTexture->Render( &g_Neuz.m_2DRender, point );
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}
% i9 q. ^. s9 o4 f! N#if __VER >= 16 //__3RD_LEGEND16
, s \1 ?0 l* m) v9 Y else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 130 && m_nLevel < 140)
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strPath = MakePath( DIR_ICON, "icon_Hero.dds");; v+ C/ b/ s E0 V5 E" U
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );" M% z! ]1 s8 H' U ^1 r/ m
// pTexture = g_Neuz.m_pLegendIcon[0];
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{
B' G2 S0 @0 w7 F0 U0 T, b point.y -= pTexture->m_size.cy + 5;8 J/ h4 h- P2 N& l% ^
pTexture->Render( &g_Neuz.m_2DRender, point );3 q. Y" ]3 v. a0 s$ R) J
}
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& s5 D3 c" t' O' I5 d; M else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 140 && m_nLevel < 150)
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& ]0 G. ]! V$ K' A strPath = MakePath( DIR_ICON, "icon_Hero1.dds");
' F! C" f# w8 z, C' V pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
! c- `& P8 Q0 P! r// pTexture = g_Neuz.m_pLegendIcon[1];
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{
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pTexture->Render( &g_Neuz.m_2DRender, point );6 D' j" Y. ~! U0 |" Y! `
}
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#endif // __3RD_LEGEND165 W6 D4 g, y6 d
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