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源码 MoverRender.cpp( A9 @4 J# G0 r* l, R. ? k
% q5 B0 P, y, V( @: z% q; ^3 rCode:
# y8 T8 e7 E' z" r2 e X
$ B. Q7 t! n$ Z" R2 @ else if(checkhero == LEGEND_CLASS_HERO) //憉憃AI煝慽.# K, j \7 ^/ e& z) `0 K
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//strPath = MakePath( DIR_ICON, "icon_Hero.dds");
, j$ r+ n5 _7 x' q; w6 L& _& F//pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
O+ T) O+ @ K5 d pTexture = g_Neuz.m_pHeroIcon; ( o8 a- E& F* k
if(pTexture != NULL)
$ l0 F+ ~7 t' I {
/ E( j% E9 n! o point.y -= pTexture->m_size.cy + 5;
* H. M4 Y; R J* C1 K1 z* M9 H8 X pTexture->Render( &g_Neuz.m_2DRender, point );
6 T7 s( ?* G; S/ a }
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#if __VER >= 16 //__3RD_LEGEND16
- w4 `" N; X* R* | else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 130 && m_nLevel < 140)
* U+ r0 U* U5 C9 \4 R8 u {
# | L5 c# n) M7 M$ q/ r strPath = MakePath( DIR_ICON, "icon_Hero.dds");+ [5 f9 B' A {6 I
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );! o3 p1 P& R6 K$ ~
// pTexture = g_Neuz.m_pLegendIcon[0];/ G! s; a* M: Q4 Z1 p
if(pTexture != NULL)& ^! w" ]- L/ j7 N; V
{2 N- X. M! x9 E6 }# i2 y
point.y -= pTexture->m_size.cy + 5;7 ~' _/ ~3 n" J
pTexture->Render( &g_Neuz.m_2DRender, point );
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}
2 \3 o& C/ S5 Z1 m else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 140 && m_nLevel < 150)
# [3 t. o9 e9 k, k {
7 K+ d5 B( F# I$ T& B: Q6 | strPath = MakePath( DIR_ICON, "icon_Hero1.dds");
2 z: Y5 z# O. y% K# t3 D pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
& o" a3 v X: m. h. E/ ^9 ]// pTexture = g_Neuz.m_pLegendIcon[1];6 q# w6 U5 u0 C. }" {
if(pTexture != NULL)6 e. l5 \" F- t+ T
{
5 N2 m; Q. s( A point.y -= pTexture->m_size.cy + 5;
' O( G5 @2 ]0 h2 r. T pTexture->Render( &g_Neuz.m_2DRender, point );
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}
* {/ {: z3 D% J# u#endif // __3RD_LEGEND16
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