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源码 MoverRender.cpp/ p# y% F1 r1 \* A9 f
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Code:
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else if(checkhero == LEGEND_CLASS_HERO) //憉憃AI煝慽.- A4 T y3 @" V' S
{
" d0 Q2 V1 o1 P) s! d //strPath = MakePath( DIR_ICON, "icon_Hero.dds");
8 o* M/ {2 d' m' E/ V2 [6 c//pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
7 ]( ^5 B3 [# m6 b5 E: |8 z: ? pTexture = g_Neuz.m_pHeroIcon; + E2 Y: r1 F& T. [" S
if(pTexture != NULL) # m/ O) P6 K% @/ O
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point.y -= pTexture->m_size.cy + 5;
# }4 I+ a/ |) ~ pTexture->Render( &g_Neuz.m_2DRender, point );
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#if __VER >= 16 //__3RD_LEGEND16
3 D% }& V$ l* {! s5 C/ j else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 130 && m_nLevel < 140)" z0 y) ~1 a3 r# w- z% s/ w4 K
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strPath = MakePath( DIR_ICON, "icon_Hero.dds");
6 Z, _6 { r& P8 a! S+ P pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );3 h7 k# O# ?& N& ^7 O
// pTexture = g_Neuz.m_pLegendIcon[0];
3 S3 Y; ?" | O* n0 ]6 ~ if(pTexture != NULL)
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point.y -= pTexture->m_size.cy + 5;) j( R# @- d1 ?0 V
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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strPath = MakePath( DIR_ICON, "icon_Hero1.dds");
3 Z+ N3 W: ?3 v& T% t1 U6 Q pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );% u0 O) C8 O" P' n C
// pTexture = g_Neuz.m_pLegendIcon[1];3 z6 i7 |! ? j- f# [9 E \4 U
if(pTexture != NULL)
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$ B1 ^2 U* C% X* j4 u' K& i5 p point.y -= pTexture->m_size.cy + 5;- M4 S, b1 `" Z, r7 U7 S
pTexture->Render( &g_Neuz.m_2DRender, point );$ X% L% i7 p) _+ R. g2 r4 p# H
}
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#endif // __3RD_LEGEND16
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