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源码 MoverRender.cpp! @2 ]2 e: e& ^+ u+ B7 S
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else if(checkhero == LEGEND_CLASS_HERO) //憉憃AI煝慽.
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//strPath = MakePath( DIR_ICON, "icon_Hero.dds");
" z a+ q8 F' L% S# {5 q" {//pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );6 b% L ?( U3 x% n8 h* a" N' q
pTexture = g_Neuz.m_pHeroIcon; / {2 I+ l! ^. C+ w7 P6 k _
if(pTexture != NULL)
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point.y -= pTexture->m_size.cy + 5;
`- B" r1 i! ^) U) R pTexture->Render( &g_Neuz.m_2DRender, point );9 l$ \0 U3 s B
}
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#if __VER >= 16 //__3RD_LEGEND16/ l& ^7 W- r. w- z$ C4 T
else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 130 && m_nLevel < 140)' t' K% ?* b5 \
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strPath = MakePath( DIR_ICON, "icon_Hero.dds");; L0 z3 s J- W4 n. {. h& o$ T
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );! x; x; W1 T9 A9 q+ `
// pTexture = g_Neuz.m_pLegendIcon[0];
1 v- A3 E4 G' D& X1 ]! C" K if(pTexture != NULL)
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point.y -= pTexture->m_size.cy + 5;3 M# U% c3 \. m, ?! \- {; v
pTexture->Render( &g_Neuz.m_2DRender, point );
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}
{6 k4 z: l4 J4 Y: l$ x else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 140 && m_nLevel < 150)
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strPath = MakePath( DIR_ICON, "icon_Hero1.dds");
+ e" k1 h- k. G$ t pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );: o6 D3 ]1 n5 S# |, x7 a
// pTexture = g_Neuz.m_pLegendIcon[1];
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point.y -= pTexture->m_size.cy + 5;5 N5 u5 ]; V: b, Z4 G
pTexture->Render( &g_Neuz.m_2DRender, point );
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#endif // __3RD_LEGEND162 N; O: T6 `- A1 p* p4 j: k- }
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