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源码 MoverRender.cpp
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Code:
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3 Q" y! W& K! P) ~: i: `3 _# o else if(checkhero == LEGEND_CLASS_HERO) //憉憃AI煝慽.
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//strPath = MakePath( DIR_ICON, "icon_Hero.dds"); ' `# A3 a# D) w4 [8 z9 E) e6 \! b
//pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
3 V# `' Y1 d7 W6 p2 n% ^( S! J9 d6 i% s7 W pTexture = g_Neuz.m_pHeroIcon; ( B$ }4 f: P9 d# S. j" k$ [
if(pTexture != NULL)
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6 I# r+ ?0 C; `5 o: K3 H% h1 l; _ point.y -= pTexture->m_size.cy + 5;
+ o, \) A# B9 `4 ~- f6 J( G pTexture->Render( &g_Neuz.m_2DRender, point );) K6 [) m+ d6 B* Y
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#if __VER >= 16 //__3RD_LEGEND16
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strPath = MakePath( DIR_ICON, "icon_Hero.dds");
" @& h2 ` }0 ^1 H5 v pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );/ `! p: O+ W* @6 P
// pTexture = g_Neuz.m_pLegendIcon[0];
2 Y: k Z% {0 ~% ?4 A1 K+ y if(pTexture != NULL)
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6 a; f9 n7 V7 R7 Z8 G point.y -= pTexture->m_size.cy + 5;
# q. ^# U+ v9 }# _4 R9 [ pTexture->Render( &g_Neuz.m_2DRender, point );
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else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 140 && m_nLevel < 150)
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V" r! v' q2 l strPath = MakePath( DIR_ICON, "icon_Hero1.dds");
5 S) i4 V0 u9 }8 F pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
% C8 V; Q, O; g+ w// pTexture = g_Neuz.m_pLegendIcon[1]; a3 b r7 S1 X8 }
if(pTexture != NULL)
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point.y -= pTexture->m_size.cy + 5;
" }* d' v% V; ?* G pTexture->Render( &g_Neuz.m_2DRender, point );
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}
5 U7 c$ U# M+ w1 ]$ t( l/ F: P#endif // __3RD_LEGEND16
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