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源码 MoverRender.cpp" e3 `0 x3 f0 H5 a( p
; }) `; ^! E8 s6 z BCode:
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else if(checkhero == LEGEND_CLASS_HERO) //憉憃AI煝慽.* L% g2 v4 s2 |
{
# Q: R1 \# c( q7 z //strPath = MakePath( DIR_ICON, "icon_Hero.dds");
5 K$ f r5 Z4 [' }7 {/ _* E//pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );! u& V5 C; r6 E! A- i4 ^
pTexture = g_Neuz.m_pHeroIcon; ! \2 `/ ?; P* O# U8 o( g
if(pTexture != NULL) 1 y% ]. A' L- ?8 @4 V5 a
{
& K) k7 m. u. U2 [; C point.y -= pTexture->m_size.cy + 5;. h& H4 `, T5 q7 U- K: ?
pTexture->Render( &g_Neuz.m_2DRender, point );: D! l2 b/ q* z4 G# |1 k: D0 Z
}
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#if __VER >= 16 //__3RD_LEGEND16
6 @( c5 { E4 O) H3 [0 ~# r else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 130 && m_nLevel < 140)
4 [1 b. ~/ n, X' z& \ {
# i: c! x$ x+ r) n& ^ strPath = MakePath( DIR_ICON, "icon_Hero.dds");
9 l2 R; A; k" } pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );" Z* O5 x2 w% R" U$ F! U
// pTexture = g_Neuz.m_pLegendIcon[0];
$ s f; t% Q+ M( i$ F if(pTexture != NULL)
# ~6 M6 u$ A5 N0 T% b {4 P+ N2 L4 l( j6 q G
point.y -= pTexture->m_size.cy + 5;
7 u9 L# w' r/ n6 S" T pTexture->Render( &g_Neuz.m_2DRender, point );
" i* E# \0 M( q: U* ~ }
& L: n- k2 @* B6 ~& b! y }
x5 F' T- I& {# w M else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 140 && m_nLevel < 150)0 j4 m3 G) f4 i6 O, M
{
0 O7 W! i4 Q' X strPath = MakePath( DIR_ICON, "icon_Hero1.dds");, m: q. ?7 w3 x- ~0 g$ G, Q
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
! `* f i7 Z; A" t' Q, ~// pTexture = g_Neuz.m_pLegendIcon[1];
- U8 N) ~" S; D1 u4 B3 ? if(pTexture != NULL)! t x# w/ C+ S$ _9 l1 |$ ^. G
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point.y -= pTexture->m_size.cy + 5;$ v" }; `3 j0 A. G+ `
pTexture->Render( &g_Neuz.m_2DRender, point );
$ W! G) F5 w- i/ K& | }
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, }8 U7 d, [' Z% K#endif // __3RD_LEGEND16
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