warum Res Manager ?
Quote:
Sind nicht hier die Icons ?
EDIT: Die müssen normal ohne // sein nicht ?
if(checkhero == LEGEND_CLASS_MASTER && m_nLevel >= 60 && m_nLevel <= 120)
{
if(m_nLevel >= 60 && m_nLevel < 70)
strPath = MakePath( DIR_ICON, "icon_Expert1.dds");
pTexture = g_Neuz.m_pMasterIcon[0];
if(m_nLevel >= 70 && m_nLevel < 80)
strPath = MakePath( DIR_ICON, "icon_Expert2.dds");
pTexture = g_Neuz.m_pMasterIcon[1];
if(m_nLevel >= 80 && m_nLevel < 90)
strPath = MakePath( DIR_ICON, "icon_Expert3.dds");
pTexture = g_Neuz.m_pMasterIcon[2];
if(m_nLevel >= 90 && m_nLevel < 100)
strPath = MakePath( DIR_ICON, "icon_Expert4.dds");
pTexture = g_Neuz.m_pMasterIcon[3];
if(m_nLevel >= 100 && m_nLevel < 110)
strPath = MakePath( DIR_ICON, "icon_Expert5.dds");
pTexture = g_Neuz.m_pMasterIcon[4];
if(m_nLevel >= 110 && m_nLevel <= 120)
strPath = MakePath( DIR_ICON, "icon_Expert6.dds");
pTexture = g_Neuz.m_pMasterIcon[5];
Quote:
#if __VER >= 10 // __CSC_VER9_1
//Àü½Â ¹× ¿µ¿õ ¾ÆÀÌÄÜ Ç¥½Ã Ãß°¡.
point.x = (LONG)( vOut.x );
point.y = (LONG)( vOut.y );
MakeEven( point.x );
//pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ZERO );
pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
pd3dDevice->SetRenderState( D3DRS_FOGENABLE, FALSE );
if(!bSkip && IsPlayer())
{
BYTE checkhero = GetLegendChar();
//CTexture* pTexture;
CString strPath;
CSize cs1 = pFont->GetTextExtent( szName );
CSize cs2;
if(pGuild != NULL)
{
cs2 = pFont->GetTextExtent( pGuild->m_szGuild );
if( cs1.cx > cs2.cx )
point.x += cs1.cx / 2;
else
point.x += cs2.cx / 2;
}
else
point.x += cs1.cx / 2;
if(checkhero == LEGEND_CLASS_MASTER && m_nLevel >= 60 && m_nLevel <= 120)
{
if(m_nLevel >= 60 && m_nLevel < 70)
strPath = MakePath( DIR_ICON, "icon_Expert1.dds");
pTexture = g_Neuz.m_pMasterIcon[0];
if(m_nLevel >= 70 && m_nLevel < 80)
strPath = MakePath( DIR_ICON, "icon_Expert2.dds");
pTexture = g_Neuz.m_pMasterIcon[1];
if(m_nLevel >= 80 && m_nLevel < 90)
strPath = MakePath( DIR_ICON, "icon_Expert3.dds");
pTexture = g_Neuz.m_pMasterIcon[2];
if(m_nLevel >= 90 && m_nLevel < 100)
strPath = MakePath( DIR_ICON, "icon_Expert4.dds");
pTexture = g_Neuz.m_pMasterIcon[3];
if(m_nLevel >= 100 && m_nLevel < 110)
strPath = MakePath( DIR_ICON, "icon_Expert5.dds");
pTexture = g_Neuz.m_pMasterIcon[4];
if(m_nLevel >= 110 && m_nLevel <= 120)
strPath = MakePath( DIR_ICON, "icon_Expert6.dds");
pTexture = g_Neuz.m_pMasterIcon[5];
//pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
if(pTexture != NULL)
{
point.y -= pTexture->m_size.cy + 5;
pTexture->Render( &g_Neuz.m_2DRender, point );
}
}
else if(checkhero == LEGEND_CLASS_HERO ) //¿µ¿õÀÏ °æ¿ì.
{
//strPath = MakePath( DIR_ICON, "icon_Hero.dds");
//pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
pTexture = g_Neuz.m_pHeroIcon;
if(pTexture != NULL)
{
point.y -= pTexture->m_size.cy + 5;
pTexture->Render( &g_Neuz.m_2DRender, point );
}
}
else if(checkhero == LEGEND_CLASS_LEGEND_HERO) //¿µ¿õÀÏ °æ¿ì.
{
strPath = MakePath( DIR_ICON, "icon_Hero.png");
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
//pTexture = g_Neuz.m_pHeroIcon;
if(pTexture != NULL)
{
point.y -= pTexture->m_size.cy + 5;
pTexture->Render( &g_Neuz.m_2DRender, point );
}
}*/
}
//pd3dDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVSRCALP HA);
#endif //__CSC_VER9_1
Hier haste einfach mein Code, so funkzt alles:Quote:
Marvin muss da noch was raus ?
#if __VER >= 10 // __CSC_VER9_1
point.x = (LONG)( vOut.x );
point.y = (LONG)( vOut.y );
MakeEven( point.x );
pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ZERO );
pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
pd3dDevice->SetRenderState( D3DRS_FOGENABLE, FALSE );
if(!bSkip && IsPlayer())
{
BYTE checkhero = GetLegendChar();
CTexture* pTexture;
CString strPath;
CSize cs1 = pFont->GetTextExtent( szName );
CSize cs2;
if(pGuild != NULL)
{
cs2 = pFont->GetTextExtent( pGuild->m_szGuild );
if( cs1.cx > cs2.cx )
point.x += cs1.cx / 2;
else
point.x += cs2.cx / 2;
}
else
point.x += cs1.cx / 2;
if(checkhero == LEGEND_CLASS_MASTER && m_nLevel >= 60 && m_nLevel <= 120)
{
if(m_nLevel >= 60 && m_nLevel < 70)
strPath = MakePath( DIR_ICON, "icon_Expert1.dds");
pTexture = g_Neuz.m_pMasterIcon[0];
if(m_nLevel >= 70 && m_nLevel < 80)
strPath = MakePath( DIR_ICON, "icon_Expert2.dds");
pTexture = g_Neuz.m_pMasterIcon[1];
if(m_nLevel >= 80 && m_nLevel < 90)
strPath = MakePath( DIR_ICON, "icon_Expert3.dds");
pTexture = g_Neuz.m_pMasterIcon[2];
if(m_nLevel >= 90 && m_nLevel < 100)
strPath = MakePath( DIR_ICON, "icon_Expert4.dds");
pTexture = g_Neuz.m_pMasterIcon[3];
if(m_nLevel >= 100 && m_nLevel < 110)
strPath = MakePath( DIR_ICON, "icon_Expert5.dds");
pTexture = g_Neuz.m_pMasterIcon[4];
if(m_nLevel >= 110 && m_nLevel <= 120)
strPath = MakePath( DIR_ICON, "icon_Expert6.dds");
pTexture = g_Neuz.m_pMasterIcon[5];
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
if(pTexture != NULL)
{
point.y -= pTexture->m_size.cy + 5;
pTexture->Render( &g_Neuz.m_2DRender, point );
}
}
else if(checkhero == LEGEND_CLASS_HERO )
{
strPath = MakePath( DIR_ICON, "icon_Hero.dds");
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
pTexture = g_Neuz.m_pHeroIcon;
if(pTexture != NULL)
{
point.y -= pTexture->m_size.cy + 5;
pTexture->Render( &g_Neuz.m_2DRender, point );
}
}
else if(checkhero == LEGEND_CLASS_LEGEND_HERO) //¿µ¿õÀÏ °æ¿ì.
{
strPath = MakePath( DIR_ICON, "icon_Hero.png");
pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, strPath, 0xffff00ff );
pTexture = g_Neuz.m_pHeroIcon;
if(pTexture != NULL)
{
point.y -= pTexture->m_size.cy + 5;
pTexture->Render( &g_Neuz.m_2DRender, point );
}
}
}
pd3dDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVSRCALPHA);
#endif //__CSC_VER9_1