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源码 MoverRender.cpp
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1 a; V. w5 i2 M" E& d. t else if(checkhero == LEGEND_CLASS_HERO) //憉憃AI煝慽.: {6 z- y; d5 l9 X: ]6 f1 c* B
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//strPath = MakePath( DIR_ICON, "icon_Hero.dds");
8 h+ Y- B+ j- u8 `//pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );0 e( G3 I [# p2 V
pTexture = g_Neuz.m_pHeroIcon; + k( o4 K) D- V! [1 w8 z
if(pTexture != NULL) * P$ i- p# f4 d
{
/ @- r( x3 q" V* Z point.y -= pTexture->m_size.cy + 5;
: j6 C$ M N; c9 Q( l* R5 } pTexture->Render( &g_Neuz.m_2DRender, point );
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#if __VER >= 16 //__3RD_LEGEND16/ ?5 R! J# g0 ^# [) p, j; c, O
else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 130 && m_nLevel < 140)
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* }7 S3 |7 J( p- H; b9 T; c strPath = MakePath( DIR_ICON, "icon_Hero.dds");
, b o8 v; x' |& ~, p pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
2 R! ?9 F- Z/ m& `, Y3 I// pTexture = g_Neuz.m_pLegendIcon[0];
) ]: g9 U) f+ r if(pTexture != NULL)3 }7 E7 j. C3 z* ~
{
+ ]& M7 o! V& o* o- p& [; a point.y -= pTexture->m_size.cy + 5;
2 O+ m6 N* n7 P5 @" j pTexture->Render( &g_Neuz.m_2DRender, point );0 A& V) G8 O( m" l: l9 C
}
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else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 140 && m_nLevel < 150)
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& v, `4 v8 [7 w" C( j strPath = MakePath( DIR_ICON, "icon_Hero1.dds");/ c- |; o' G5 i1 }/ j
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
; s' d1 Q, m1 I1 `) c% D// pTexture = g_Neuz.m_pLegendIcon[1];& ]7 Q( F; B( T' ^$ j
if(pTexture != NULL)
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point.y -= pTexture->m_size.cy + 5;
/ H# Y; T3 r- A/ ^ pTexture->Render( &g_Neuz.m_2DRender, point );$ {: E0 H. w0 K5 N
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#endif // __3RD_LEGEND16
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