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源码 MoverRender.cpp/ z: O- w, J" R( D0 r; x) T
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Code:
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) N( @4 x) X$ { @4 _, A0 J5 H/ B+ ~ w else if(checkhero == LEGEND_CLASS_HERO) //憉憃AI煝慽.3 ^5 W" f, ^0 X: m" S- |7 B5 }
{
$ b3 p! m! y) q }# Z //strPath = MakePath( DIR_ICON, "icon_Hero.dds"); ; m+ u0 {+ b0 o1 P
//pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );7 Z. t) @$ o. w4 U
pTexture = g_Neuz.m_pHeroIcon; ! t: Z7 {/ b% t
if(pTexture != NULL)
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; P: V7 V0 O7 R+ }& y0 ]2 M point.y -= pTexture->m_size.cy + 5;
& k/ t& J, V4 z pTexture->Render( &g_Neuz.m_2DRender, point );6 u- O) m4 j8 S( M; w
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#if __VER >= 16 //__3RD_LEGEND16* D- A' N) i5 u2 Z0 E; r
else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 130 && m_nLevel < 140)0 { c( y8 _: q+ W3 l' I% K. |- S8 |2 n
{
" S2 C# _% r9 _8 h f, f" L6 B strPath = MakePath( DIR_ICON, "icon_Hero.dds");
. B/ b9 c* {- G$ ~ pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
+ D7 C: L8 z/ @// pTexture = g_Neuz.m_pLegendIcon[0];
$ l: ?% r& w& y, E F( f* K; q- j if(pTexture != NULL)
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! H2 w g: | Q# g: t point.y -= pTexture->m_size.cy + 5;3 z5 X: \7 W, m: u) |* [( F& N
pTexture->Render( &g_Neuz.m_2DRender, point );5 ~3 [2 F6 y( o; _* U# W
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}
2 ^# D) h+ s: c0 x: h else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 140 && m_nLevel < 150)
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strPath = MakePath( DIR_ICON, "icon_Hero1.dds");
1 e2 w* h' |3 d. H9 A pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );6 R6 `) C& ?; @4 N$ y
// pTexture = g_Neuz.m_pLegendIcon[1];- n% |, X) z& q4 }2 T
if(pTexture != NULL)9 U2 \" J9 \$ b3 Q( g- q
{
/ c% {; o# }" M9 E: I point.y -= pTexture->m_size.cy + 5;" f7 F, u4 C! }, ^3 q
pTexture->Render( &g_Neuz.m_2DRender, point );5 {/ w$ B+ ]3 i& u5 _% ~ O
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#endif // __3RD_LEGEND16; d) ~1 E) r* ~8 R; Z
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