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源码 MoverRender.cpp* O! H2 D. a7 d1 b& b) z7 ^' B
' q* o% ?/ N, I" c; {) pCode:
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# O9 q* z- m, ^! e7 e else if(checkhero == LEGEND_CLASS_HERO) //憉憃AI煝慽.
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D$ Q/ R z/ | //strPath = MakePath( DIR_ICON, "icon_Hero.dds");
. f; w. H. S) N5 f/ D G0 u4 {//pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
+ x; ?% ~ ^- n# n5 w pTexture = g_Neuz.m_pHeroIcon;
& t+ y/ i4 d% y( S, ]6 [) `; P if(pTexture != NULL) # i: v4 E0 t) L. T U
{
5 ~) ^$ @/ ?- w" |7 C5 X point.y -= pTexture->m_size.cy + 5;6 {9 e8 D/ Z( L* l* `) a- a
pTexture->Render( &g_Neuz.m_2DRender, point );; z$ ?8 d$ Y- Q; t
}
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#if __VER >= 16 //__3RD_LEGEND16( T& U2 z3 _: u) }" P% L
else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 130 && m_nLevel < 140)
+ M" V/ h$ o, S/ E5 o2 q0 g {
1 Y. z1 v, {: [5 D u strPath = MakePath( DIR_ICON, "icon_Hero.dds");9 ?: @6 [$ u) R( _( n8 t
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );9 j$ ?0 f: F/ O
// pTexture = g_Neuz.m_pLegendIcon[0];
" I8 f% f2 u& l" N5 i7 ?6 L4 u$ z7 F6 T if(pTexture != NULL): X- @5 Y6 t3 Y! V0 |
{
8 q6 I; Z4 {6 d( P( v& P$ ` point.y -= pTexture->m_size.cy + 5;/ m1 X q; L6 G/ m
pTexture->Render( &g_Neuz.m_2DRender, point );6 g* j6 n, X" J- d1 v$ E3 |2 X1 h3 c
}
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s) b; h' G( E) {, q. k else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 140 && m_nLevel < 150)& D4 ~; C0 |% k. P) }& c
{
2 v, t: P7 l+ s0 q8 ^0 a% p strPath = MakePath( DIR_ICON, "icon_Hero1.dds");# c* H3 r1 k; x' z- m8 ]9 ?/ X
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );( n3 P: y- r8 m, M) Q, j2 W
// pTexture = g_Neuz.m_pLegendIcon[1];
8 q8 F" n+ S: S0 [ if(pTexture != NULL)" v- b1 @0 e: V: l
{
' H U" ~$ R! p9 e point.y -= pTexture->m_size.cy + 5;
L2 q* N! P# _) u9 _ pTexture->Render( &g_Neuz.m_2DRender, point );
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q- V( A2 R1 z1 @ }
6 m8 j, G3 J5 Y' Y#endif // __3RD_LEGEND16& n; O4 d9 i; }5 Z
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