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源码 MoverRender.cpp/ C6 z1 \9 o3 Y$ Y& v
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Code:
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6 g4 F O5 z0 S4 f4 L. |; q else if(checkhero == LEGEND_CLASS_HERO) //憉憃AI煝慽.+ e& l) j# [6 }$ j
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//strPath = MakePath( DIR_ICON, "icon_Hero.dds"); 8 D, W% o) R' I' z' A: K/ R
//pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );8 ?/ ^1 K( k1 W" O3 ?5 h9 W; G1 d8 z/ E
pTexture = g_Neuz.m_pHeroIcon; 6 |; l, q! a! e% d' T0 v- r+ o
if(pTexture != NULL) ; G) h2 U9 C, @1 Q p
{
9 ^% L$ p' x8 Q p' q1 { point.y -= pTexture->m_size.cy + 5;
; o- m' G- t3 A( @3 F7 M pTexture->Render( &g_Neuz.m_2DRender, point );$ v$ q: c. k/ U6 I V7 U. n2 [
}
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#if __VER >= 16 //__3RD_LEGEND16* O9 C" a( L/ B' ?/ |! E
else if(checkhero == LEGEND_CLASS_LEGENDHERO && m_nLevel >= 130 && m_nLevel < 140)" @( b, y# s! D Z) ]/ g0 Q# i1 w
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strPath = MakePath( DIR_ICON, "icon_Hero.dds");
) P- y$ d" z. y% Y9 ]% B. k pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
$ ^1 D4 ^4 U7 ]( }/ ]+ ?: u// pTexture = g_Neuz.m_pLegendIcon[0];
$ g6 |$ h K7 v H0 J" \, D: @. a# Z if(pTexture != NULL)
. F9 t( X& S: C: ^" t2 k {
: X5 u1 n0 h1 n; z# G9 | point.y -= pTexture->m_size.cy + 5;
6 n* c* O& h; h( R0 K. c( T 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");6 l4 c+ H2 [; z
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );3 T0 u: P) v0 z$ s* X0 R4 o4 o- d! j+ O
// pTexture = g_Neuz.m_pLegendIcon[1];; N) d5 |7 {( _6 B" y0 H
if(pTexture != NULL)8 E- l( |* T& i: a
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point.y -= pTexture->m_size.cy + 5;
* K% p0 j. c5 N* b pTexture->Render( &g_Neuz.m_2DRender, point );
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}
U" n" Z: t4 _5 q) T! q#endif // __3RD_LEGEND16
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