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源码 MoverRender.cpp0 A* P# A; r9 v8 X! a: ^
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Code:5 W/ x0 u7 [) K" z3 h
& X Q. J" t" o1 E% @ else if(checkhero == LEGEND_CLASS_HERO) //憉憃AI煝慽.
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//strPath = MakePath( DIR_ICON, "icon_Hero.dds");
4 x% b) Z" i1 M6 ^$ E//pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
4 u' O% X5 T! j% r pTexture = g_Neuz.m_pHeroIcon;
' l |% ^0 g3 }- }: \ if(pTexture != NULL)
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point.y -= pTexture->m_size.cy + 5;( p- C1 q% L7 b+ K0 m. o( P: E2 T
pTexture->Render( &g_Neuz.m_2DRender, point );
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#if __VER >= 16 //__3RD_LEGEND16$ \2 \, G: v6 W& l/ K
else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 130 && m_nLevel < 140)
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strPath = MakePath( DIR_ICON, "icon_Hero.dds");
. F! M5 k7 k! l* ?* G pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );$ ^( t1 x6 z/ C' w& M
// pTexture = g_Neuz.m_pLegendIcon[0];7 V2 q! X l9 k7 {: X0 C
if(pTexture != NULL)* q3 u: |# U1 p" j2 y7 y: Z1 R
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point.y -= pTexture->m_size.cy + 5;
% x$ ?, `$ D* Z8 e$ H; g" p ?- ] pTexture->Render( &g_Neuz.m_2DRender, point );
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else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 140 && m_nLevel < 150)1 ?( _ m i1 k. i! ?
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strPath = MakePath( DIR_ICON, "icon_Hero1.dds");
5 E0 z+ {1 a I7 g9 C/ A pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
. g) R: D* Q: G) A* {$ u// pTexture = g_Neuz.m_pLegendIcon[1];
# b* i; e1 ]5 _/ s if(pTexture != NULL)" b; g# f( f$ w% @/ q; W
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point.y -= pTexture->m_size.cy + 5;0 H( ]1 T' z: i1 R
pTexture->Render( &g_Neuz.m_2DRender, point );& a. }+ C; b0 b; z: B1 |, p
}
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1 v* O- h: I6 ~% }. @#endif // __3RD_LEGEND16 r( D) o; u2 O0 q, n/ ]. `$ x
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