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源码 MoverRender.cpp L6 {8 J1 W2 W2 {5 J& d
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Code:
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5 z3 r1 t5 J- o5 ?" ~* S2 M: l else if(checkhero == LEGEND_CLASS_HERO) //憉憃AI煝慽. C4 s2 w" \6 U6 X9 i+ z
{
0 {/ s4 u5 ~% N" U! m //strPath = MakePath( DIR_ICON, "icon_Hero.dds");
8 S: Z2 E n+ h2 k3 h/ f//pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );" U* X( v8 C3 u) q$ |- C$ i& Q
pTexture = g_Neuz.m_pHeroIcon;
9 ^7 A% i1 \4 D4 N( y+ ^# E5 |1 q if(pTexture != NULL) 4 B1 K9 A$ v" B* E o
{
+ N& V9 b- ]7 V @3 m point.y -= pTexture->m_size.cy + 5;. S; f$ n& n. s/ y: p% E. v/ O
pTexture->Render( &g_Neuz.m_2DRender, point );7 C6 B( r4 U* H2 j
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}
2 z0 Z3 Z% h8 e#if __VER >= 16 //__3RD_LEGEND16
) [: f& e" y% U/ u else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 130 && m_nLevel < 140); u/ Z+ E, O1 |: K: A# q0 U
{
8 X. W9 k/ h& h5 K H1 O/ N strPath = MakePath( DIR_ICON, "icon_Hero.dds");7 e3 |% Z/ P- E5 U2 I
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
, S8 s7 }' \ W* Y8 j. P/ _// pTexture = g_Neuz.m_pLegendIcon[0];5 B# r* ` `6 p3 q, z
if(pTexture != NULL)
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point.y -= pTexture->m_size.cy + 5;
2 i, P1 h8 C# n2 W pTexture->Render( &g_Neuz.m_2DRender, point );5 n6 L7 ^3 t% _( m- c
}
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else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 140 && m_nLevel < 150)
6 I* \, V' }& }4 @" \ {
1 O/ l8 F; O' q* O! [% r, v1 G strPath = MakePath( DIR_ICON, "icon_Hero1.dds");$ {; b" f% _7 G0 v& k
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
& H# b. [8 Q! `8 _// pTexture = g_Neuz.m_pLegendIcon[1];) ]8 L9 Z n3 r; T1 J; r9 ~1 P* q
if(pTexture != NULL)
- N# T+ c5 Z$ _$ ?& g2 r3 i8 V0 G {
; u" t' S, e Z+ f% T3 u* W4 U( Y point.y -= pTexture->m_size.cy + 5;
/ g* u8 B& o* O, L E pTexture->Render( &g_Neuz.m_2DRender, point );+ G; n- J3 u6 f5 d
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}, @7 M' p. z L2 ~% v. n# }
#endif // __3RD_LEGEND167 u5 c, o7 f8 F9 t; h: v( `7 X
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