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源码 MoverRender.cpp) U$ ?$ f w3 }! q& W p; b; Z
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Code:. ~' w; I! q& C6 M, ]. _6 y, `
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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"); & z2 q0 I5 E, @! i d* V& a! x
//pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
9 O! J( J% p+ l, o pTexture = g_Neuz.m_pHeroIcon; 2 |0 s; I7 Q( I
if(pTexture != NULL)
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% k" w! A3 |1 R4 I point.y -= pTexture->m_size.cy + 5;
& x; H$ `! `- f: p" h* ]: | pTexture->Render( &g_Neuz.m_2DRender, point );1 Z S1 A- U0 i0 \" L+ P/ ?
}
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! {6 Z7 x) ^) ?( e: {; x#if __VER >= 16 //__3RD_LEGEND16
: [( n% g- l5 |' w- r! [ G else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 130 && m_nLevel < 140)
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% A+ y1 K# C( @$ @4 a strPath = MakePath( DIR_ICON, "icon_Hero.dds");/ h. c& x: y6 |: a8 d" E. N
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
9 P, u$ C% C' L4 r6 R3 p: k// pTexture = g_Neuz.m_pLegendIcon[0];
% n1 {0 N# o0 b. y* g, p% @( _$ ? if(pTexture != NULL)
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point.y -= pTexture->m_size.cy + 5;& G* l) L; i' g5 B
pTexture->Render( &g_Neuz.m_2DRender, point );. H+ b/ Z e- c. O
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}
^/ q) m' ?- p' Q else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 140 && m_nLevel < 150)
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strPath = MakePath( DIR_ICON, "icon_Hero1.dds"); Q3 z: t5 t5 e5 E( C. ]
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );( u' U% e+ Y8 X, G
// pTexture = g_Neuz.m_pLegendIcon[1];+ q, f+ @3 E' }- ^
if(pTexture != NULL)
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( d! {) ^( @# C point.y -= pTexture->m_size.cy + 5;' w: o$ f' W8 A) l
pTexture->Render( &g_Neuz.m_2DRender, point );
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0 y# x6 j5 p* d$ Z#endif // __3RD_LEGEND16
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