WndField.cpp
Code:
#ifdef __ADD_LOCK_ON_BIND
if (pItemElem->IsBinds())
{
CTexture* pTexture = CWndBase::m_textureMng.AddTexture(g_Neuz.m_pd3dDevice, MakePath(DIR_ICON, "lock.png"), 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 // __ADD_LOCK_ON_BIND