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源码 MoverRender.cpp
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/ z& X/ }3 w8 w: ~& A% n else if(checkhero == LEGEND_CLASS_HERO) //憉憃AI煝慽." q+ w8 n, Y8 N9 Q" Q6 F
{
- e6 m0 u+ [' k' Z- z( }3 _ //strPath = MakePath( DIR_ICON, "icon_Hero.dds"); X' |7 N3 ]% i# g* J7 L4 V
//pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
7 v; x' {$ Y2 ^. k7 ~% W pTexture = g_Neuz.m_pHeroIcon; & ?: E4 c% ^. b5 [2 X: t( ?
if(pTexture != NULL)
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: q6 T1 ]! Q& o+ c- L8 L point.y -= pTexture->m_size.cy + 5;9 x# u$ L! j% F/ B" Q% F& m; r, m
pTexture->Render( &g_Neuz.m_2DRender, point );6 X* c3 @: ~$ |4 T" ~# M& D
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}
7 `" w" v; k* V% X2 c5 _2 F#if __VER >= 16 //__3RD_LEGEND16
* L( c; l% P& H) V9 r7 G2 ] else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 130 && m_nLevel < 140)
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strPath = MakePath( DIR_ICON, "icon_Hero.dds");
+ {) q1 |9 N# F1 v. K# ` pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
1 e# p. X2 ]- H5 I// pTexture = g_Neuz.m_pLegendIcon[0];7 L/ I7 C6 [, I) `) F. p5 b q8 d8 r
if(pTexture != NULL)% P) b& i% `# j8 Z
{
4 V3 o1 m% q1 m5 u0 S point.y -= pTexture->m_size.cy + 5;0 {3 K. W6 u [9 {* n3 J3 x6 F& N
pTexture->Render( &g_Neuz.m_2DRender, point );# e, `) g" S( M! i1 C# D5 [: s, Z
}
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/ M3 B# A" M6 I( e$ C else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 140 && m_nLevel < 150)
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strPath = MakePath( DIR_ICON, "icon_Hero1.dds");4 H! |- I. }+ {8 A
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
9 s/ Y8 L, U5 H9 \9 x// pTexture = g_Neuz.m_pLegendIcon[1];
* I# R9 q- \* c$ W2 D- o( w if(pTexture != NULL)
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point.y -= pTexture->m_size.cy + 5;7 q) ~7 M1 _7 ]. F
pTexture->Render( &g_Neuz.m_2DRender, point );
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#endif // __3RD_LEGEND161 u$ i! G) d2 Z$ i1 v
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