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源码 MoverRender.cpp
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else if(checkhero == LEGEND_CLASS_HERO) //憉憃AI煝慽., `8 b a3 |% `. [6 ^3 P: a
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//strPath = MakePath( DIR_ICON, "icon_Hero.dds"); 4 P# {0 Y8 t, B2 a
//pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
) ~' m% F: ?1 [% `- E1 g$ }9 e pTexture = g_Neuz.m_pHeroIcon; * d$ |! a% Z) {5 z- s
if(pTexture != NULL)
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point.y -= pTexture->m_size.cy + 5;
4 w2 P# v) R# ^) w1 W pTexture->Render( &g_Neuz.m_2DRender, point );; _ n8 u' ~ b+ ]* t
}
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/ w/ F+ T! b! t8 G" t! \* M( L#if __VER >= 16 //__3RD_LEGEND16$ D7 Z! W& b- y3 B# A1 r
else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 130 && m_nLevel < 140)
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/ h5 {9 m' A' T/ D strPath = MakePath( DIR_ICON, "icon_Hero.dds");
7 V. T) F+ l+ X+ B+ ~2 f+ f pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );& |) v* g2 \/ ^# S" m0 x, {! L
// pTexture = g_Neuz.m_pLegendIcon[0];
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pTexture->Render( &g_Neuz.m_2DRender, point );
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else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 140 && m_nLevel < 150)) s5 ~0 j5 x* u ?5 I
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strPath = MakePath( DIR_ICON, "icon_Hero1.dds");
( }4 r2 R: X% Z( |+ o pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );6 x. v5 ?% d3 y# i) N
// pTexture = g_Neuz.m_pLegendIcon[1];: j* V @8 Z0 X. S8 j9 r
if(pTexture != NULL)
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6 W8 `. m2 G3 ?3 g point.y -= pTexture->m_size.cy + 5;) Y- r, C8 M. y: {6 M" R
pTexture->Render( &g_Neuz.m_2DRender, point );
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#endif // __3RD_LEGEND16
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