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源码 MoverRender.cpp( _1 u w1 k b2 c% E( s
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Code:
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4 i F: h* a. k6 u7 T else if(checkhero == LEGEND_CLASS_HERO) //憉憃AI煝慽.
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//strPath = MakePath( DIR_ICON, "icon_Hero.dds");
3 s9 w* A! c" T2 n j, O" V//pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
0 I) _- O' E7 l, z* E7 s9 ~0 @* I6 A pTexture = g_Neuz.m_pHeroIcon; 0 m/ o" ]* E( g0 P0 N
if(pTexture != NULL) & n. R" G) A. |8 s# |
{
4 F, K' G# s) g/ d$ ?2 c$ \6 @/ j/ r* n point.y -= pTexture->m_size.cy + 5;
9 I9 J. c/ ^3 o. ~+ Y7 C pTexture->Render( &g_Neuz.m_2DRender, point );
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#if __VER >= 16 //__3RD_LEGEND16
- d( U- {' E; V else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 130 && m_nLevel < 140)2 F' L; p8 ~& x! s( k
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strPath = MakePath( DIR_ICON, "icon_Hero.dds");3 y" K6 H3 F; r% C
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
/ f1 r) X; I( M* _, B0 U$ d# Z// pTexture = g_Neuz.m_pLegendIcon[0];3 ]. w. h8 \. X* i9 O
if(pTexture != NULL)" B6 y% N d' i4 O# s6 w0 u$ m
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point.y -= pTexture->m_size.cy + 5;# {" e* x7 {+ O. H$ Z4 ]% C, _
pTexture->Render( &g_Neuz.m_2DRender, point );% L* Y/ q+ w3 E" t! X3 U1 V
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}
4 h6 R9 a- G* ?1 }3 \! J else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 140 && m_nLevel < 150)
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+ Q% g5 e6 Y6 v2 q. q strPath = MakePath( DIR_ICON, "icon_Hero1.dds");/ L" h3 g* a; b/ s1 e$ i" ^
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
* v. F7 M6 p0 @. N& E( Y// pTexture = g_Neuz.m_pLegendIcon[1];
5 c: N+ x- {; W if(pTexture != NULL)/ a+ Q. Z( V" h* Q9 M
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point.y -= pTexture->m_size.cy + 5;4 m/ W# r z; v; n4 k
pTexture->Render( &g_Neuz.m_2DRender, point );% v9 ~1 I) {" j" A9 T
}
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#endif // __3RD_LEGEND162 h* e) ~. o( r7 b
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