It's this :
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if you use my code, pute a thank ! :)
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Code:
#ifdef __GAMEGUARD
if( pItemElem->IsBinds() )
{
CTexture* pTexture = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, MakePath( DIR_ICON, "lock.dds" ), 0xffff00ff );
if( pTexture )
{
if( pItemElem->GetProp()->dwParts == PARTS_CAP || pItemElem->GetProp()->dwParts == PARTS_UPPER_BODY || pItemElem->GetProp()->dwParts == PARTS_HAND || pItemElem->GetProp()->dwParts == PARTS_FOOT
|| pItemElem->GetProp()->dwParts == PARTS_LWEAPON || pItemElem->GetProp()->dwParts == PARTS_RWEAPON || pItemElem->GetProp()->dwParts == PARTS_SHIELD || pItemElem->GetProp()->dwParts == PARTS_BULLET
|| pItemElem->GetProp()->dwParts == PARTS_CLOAK || pItemElem->GetProp()->dwParts == PARTS_MASK || pItemElem->GetProp()->dwParts == PARTS_RIDE )
{
cpAdd = CPoint( 29, 2 );
p2DRender->RenderTexture2( DrawRect.TopLeft()+cpAdd, pTexture, sx, sy, D3DCOLOR_XRGB( 255, 255, 255 ) );
}
else if( pItemElem->GetProp()->dwParts == PARTS_EARRING1 || pItemElem->GetProp()->dwParts == PARTS_RING1 || pItemElem->GetProp()->dwParts == PARTS_NECKLACE1 || pItemElem->GetProp()->dwParts == PARTS_RING2 || pItemElem->GetProp()->dwParts == PARTS_EARRING2
|| pItemElem->GetProp()->dwParts == PARTS_HAT || pItemElem->GetProp()->dwParts == PARTS_CLOTH || pItemElem->GetProp()->dwParts == PARTS_GLOVE || pItemElem->GetProp()->dwParts == PARTS_BOOTS )
{
cpAdd = CPoint( 15, 2 );
p2DRender->RenderTexture2( DrawRect.TopLeft()+cpAdd, pTexture, sx, sy, D3DCOLOR_XRGB( 255, 255, 255 ) );
}
}
}
#endif // __GAMEGUARD
if you use my code, pute a thank ! :)