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源码 MoverRender.cpp
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8 W) k( a5 V: h else if(checkhero == LEGEND_CLASS_HERO) //憉憃AI煝慽.
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//strPath = MakePath( DIR_ICON, "icon_Hero.dds");
% V2 `! ^( c2 C& \/ y$ s' E8 ?//pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );/ K7 K, Z( t& Y. U1 v& e' I
pTexture = g_Neuz.m_pHeroIcon; 0 H" d0 V; C$ @9 N) \
if(pTexture != NULL) 7 S' r" z7 L6 @- N1 h
{
9 ?- m5 p- H2 f point.y -= pTexture->m_size.cy + 5;# d9 I8 A$ n. t% k. D! C0 }
pTexture->Render( &g_Neuz.m_2DRender, point );
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#if __VER >= 16 //__3RD_LEGEND16! i7 ~2 q# O- Y$ f
else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 130 && m_nLevel < 140)
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3 Z6 q7 C7 h! F0 v7 b9 v9 Q strPath = MakePath( DIR_ICON, "icon_Hero.dds");, I/ d" c+ ?, q5 W9 Y7 q0 j
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
) W# |. V+ M! g7 s// pTexture = g_Neuz.m_pLegendIcon[0];& r% i2 i. X( ~
if(pTexture != NULL)
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point.y -= pTexture->m_size.cy + 5;
* w6 l" y: [/ w pTexture->Render( &g_Neuz.m_2DRender, point );
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$ R. |, N/ b' {5 l o else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 140 && m_nLevel < 150)
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/ x* J) N; C$ S$ b8 T* O strPath = MakePath( DIR_ICON, "icon_Hero1.dds");
* ]8 v) T7 y; ^/ G pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );" k+ a- G8 X7 S& X k% T
// pTexture = g_Neuz.m_pLegendIcon[1];, A' ^2 [8 s9 ~
if(pTexture != NULL)
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/ y8 w4 }2 L6 n9 `+ p$ k point.y -= pTexture->m_size.cy + 5;' U* D8 L# g, D8 ?- y# D
pTexture->Render( &g_Neuz.m_2DRender, point );
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#endif // __3RD_LEGEND16& Q- b5 P' X% p* @( t
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