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源码 MoverRender.cpp/ o8 m' w8 M" P7 q
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' N9 E& |, u" N6 H' ] else if(checkhero == LEGEND_CLASS_HERO) //憉憃AI煝慽.7 y3 _) i1 W* v' H( G/ Z: i2 e1 ~% O
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//strPath = MakePath( DIR_ICON, "icon_Hero.dds");
6 X+ H8 T9 H8 _7 W3 q" ~//pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );8 o' y, ^/ D, T" s2 C( z
pTexture = g_Neuz.m_pHeroIcon; " \8 p$ m* W! v1 L
if(pTexture != NULL) , N6 W4 H' Y( Q/ i
{
( S' h/ z# M& U7 ~/ u3 B, B8 c3 I point.y -= pTexture->m_size.cy + 5;
) F" @7 W( x& p, b& {8 F; [ pTexture->Render( &g_Neuz.m_2DRender, point );/ w' O$ v9 h) b9 o
}
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% h1 C6 r# k7 Q& j#if __VER >= 16 //__3RD_LEGEND16
u! e! G0 W* u! c else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 130 && m_nLevel < 140)& O+ E9 H/ |$ D& N
{
2 n) x# W( S6 H7 l" [) R strPath = MakePath( DIR_ICON, "icon_Hero.dds");. A0 E% m% ^2 {& Q1 l. h: E
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
7 G' x- j0 }9 \, r9 Z// pTexture = g_Neuz.m_pLegendIcon[0];
0 |, U+ f1 ?% |6 P4 \" I if(pTexture != NULL)8 j1 O# j' p- ]( E
{
7 v7 R$ W* V; @' k/ O" U3 q' m point.y -= pTexture->m_size.cy + 5;
) t5 s6 ?& A4 k# I" {/ } 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");
% D* \8 ?$ K2 j h, {" S pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );- r( N! p5 w5 \8 k/ e5 ]
// pTexture = g_Neuz.m_pLegendIcon[1];
7 r! b; S7 ^' R( ?: } if(pTexture != NULL)
, j1 L6 t$ c, l1 G g {
9 L: a; p* b* z: F point.y -= pTexture->m_size.cy + 5;
- r! |! Z6 i* \5 W/ `. l# h3 T& z1 w pTexture->Render( &g_Neuz.m_2DRender, point );' T8 Y; Q/ x' I: c
}
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#endif // __3RD_LEGEND16
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