Neo Source

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  1. #976
    TsunaKun blackcatyb is offline
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    Jan 2010 Join Date
    Việt NamLocation
    931Posts

    Re: Neo Source

    Quote Originally Posted by Eil Nahd View Post
    Like i said if u want my .cpp/.h for character window just pm :D
    i pm inbox for you, you can send for me

  2. #977
    Permanent Ban Eil Nahd is offline
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    Dec 2013 Join Date
    MysticPeak CampLocation
    347Posts

    Re: Neo Source

    just wait bro im bz in my work and take note my .cpp/.h for char window are not fully fix

    bug of my .cpp/.h u need to fix
    -skill cant drag to skill tray
    -dual weapon not switch/swap when pressing tab (but u can switch/swap using button switch/swap in char window A and B button)
    -dual weapon slot position is not in correct area/slot (but u can fix in gui also need some modification in sc)
    And more i didnt explore yet :D



    Quote Originally Posted by blackcatyb View Post
    i pm inbox for you, you can send for me

  3. #978
    Valued Member trojanboss is offline
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    Apr 2008 Join Date
    118Posts

    Re: Neo Source

    Quote Originally Posted by Eil Nahd View Post
    just wait bro im bz in my work and take note my .cpp/.h for char window are not fully fix

    bug of my .cpp/.h u need to fix
    -skill cant drag to skill tray
    -dual weapon not switch/swap when pressing tab (but u can switch/swap using button switch/swap in char window A and B button)
    -dual weapon slot position is not in correct area/slot (but u can fix in gui also need some modification in sc)
    And more i didnt explore yet :D
    Sir can i ask for the rcc of this and some file coz im newbie in this editing things... thank you in advance. BTW i pm you here Sir

  4. #979
    Enthusiast nattapon is offline
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    Oct 2013 Join Date
    39Posts

    Re: Neo Source

    Hi, after compile neo source they are file in _bin i copy file and paste ran world client

    it's error Connection of Sserver Please wait....

  5. #980
    Valued Member trojanboss is offline
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    Apr 2008 Join Date
    118Posts

    Re: Neo Source

    Quote Originally Posted by nattapon View Post
    Hi, after compile neo source they are file in _bin i copy file and paste ran world client

    it's error Connection of Sserver Please wait....
    did you check your IP it shold be 127.0.0.1 in the session and your server IP in the other(cfg file)
    same problem but(did you decrypt the rcc files by draging outside the rcc and put it back to the same rcc) in my case i decrypt but it have an error..

  6. #981
    Enthusiast nattapon is offline
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    Oct 2013 Join Date
    39Posts

    Re: Neo Source

    Quote Originally Posted by trojanboss View Post
    did you check your IP it shold be 127.0.0.1 in the session and your server IP in the other(cfg file)
    same problem but(did you decrypt the rcc files by draging outside the rcc and put it back to the same rcc) in my case i decrypt but it have an error..
    I use game.exe in pacth raffy can login but when i use game.exe _Bin not compatible

  7. #982
    Permanent Ban Eil Nahd is offline
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    Dec 2013 Join Date
    MysticPeak CampLocation
    347Posts

    Re: Neo Source

    Use the game.exe that u compiled its ranonline.exe rename it to game.exe and read the all pages of this to find the cgf and and param.ini to fix interconnection failed

    Quote Originally Posted by nattapon View Post
    I use game.exe in pacth raffy can login but when i use game.exe _Bin not compatible

  8. #983
    Enthusiast nattapon is offline
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    Oct 2013 Join Date
    39Posts

    Re: Neo Source

    Quote Originally Posted by Eil Nahd View Post
    Use the game.exe that u compiled its ranonline.exe rename it to game.exe and read the all pages of this to find the cgf and and param.ini to fix interconnection failed
    I fix cfg and param.ini done but i change ranonline.exe to game.exe but it's same an error.

  9. #984
    Permanent Ban Eil Nahd is offline
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    Dec 2013 Join Date
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    Re: Neo Source

    Check ur all server files if its connected

    Quote Originally Posted by nattapon View Post
    I fix cfg and param.ini done but i change ranonline.exe to game.exe but it's same an error.

  10. #985
    Valued Member trojanboss is offline
    MemberRank
    Apr 2008 Join Date
    118Posts

    Re: Neo Source

    Quote Originally Posted by nattapon View Post
    I fix cfg and param.ini done but i change ranonline.exe to game.exe but it's same an error.
    use the compatible cfg posted here or hex your server files

  11. #986
    Enthusiast nattapon is offline
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    Oct 2013 Join Date
    39Posts

    Re: Neo Source

    Quote Originally Posted by trojanboss View Post
    use the compatible cfg posted here or hex your server files

    how to hex server sir, ex
    tnx

  12. #987
    Valued Member trojanboss is offline
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    Apr 2008 Join Date
    118Posts

    Re: Neo Source

    Quote Originally Posted by nattapon View Post
    how to hex server sir, ex
    tnx
    using hex change the name of your server files you can change it from cfg to ini(in your hex find the string ex. session.cfg and change it to session.ini) i tried that and it works. my only problem in this is the rcc files in glogic.

  13. #988
    Enthusiast lastbuild is offline
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    Jan 2013 Join Date
    41Posts

    Re: Neo Source

    Quote Originally Posted by nattapon View Post
    Hi, after compile neo source they are file in _bin i copy file and paste ran world client

    it's error Connection of Sserver Please wait....
    use exe on bin that you compile hex the cfg,.read all comments here in your problem solve,.

  14. #989
    Enthusiast lastbuild is offline
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    Jan 2013 Join Date
    41Posts

    Re: Neo Source

    Quote Originally Posted by danmar90 View Post
    pwede po ba ung source code nito sa grand ran ep7 client?
    i gues its better to use this shared client for less error..

  15. #990
    Enthusiast nattapon is offline
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    Oct 2013 Join Date
    39Posts

    Re: Neo Source

    I add code tap vehicle and pet it's not show up

    tap.jpg




    CharacterWindow.cpp

    Code:
    #include "StdAfx.h"
    #include "./CharacterWindow.h"
    #include "DxGlobalStage.h"
    #include "./GLCharClient.h"
    #include "./GLFactEffect.h"
    #include "./GLGaeaClient.h"
    #include "./GLItemMan.h"
    #include "./GLStrikeM.h"
    
    
    #include "../EngineUILib/GUInterface/BasicTextBox.h"
    #include "../EngineUILib/GUInterface/BasicProgressBar.h"
    #include "../EngineUILib/GUInterface/BasicButton.h"
    #include "../EngineLib/DxCommon/d3dfont.h"
    #include "GLCharacter.h"
    #include "GLChar.h"
    #include "GLCharData.h"
    #include "DxGameStage.h"
    #include "../RanClientUILib/Interface/InnerInterface.h"
    #include "../../EngineLib/DxCommon/DxShadowMap.h"
    #include "../../EngineLib/DxEffect/Char/DxEffCharData.h"
    #include "../../EngineLib/DxEffect/Single/DxEffGroupPlayer.h"
    #include "../RanClientUILib/Interface/ItemShopIconMan.h"
    
    
    #include "../Interface/BasicTextButton.h"
    #include "../Interface/UITextControl.h"
    #include "../Interface/GameTextControl.h"
    #include "../RanClientLib/G-Logic/GLGaeaClient.h"
    #include "BasicComboBox.h"
    #include "BasicComboBoxRollOver.h"
    
    
    #include "DxEffectMan.h"
    #include "DxEnvironment.h"
    #include "DxSurfaceTex.h"
    #include "DxGlowMan.h"
    #include "DxPostProcess.h"
    #include "DxCubeMap.h"
    #include "DxSkyMan.h"
    #include "DxEffGroupPlayer.h"
    #include "../EngineLib/DxCommon/DxViewPort.h"
    #include "../EngineLib/DxCommon/DxFontMan.h"
    #include "../EngineLib/DxCommon/DxInputDevice.h"
    #include "../EngineLib/DxCommon/DxLightMan.h"
    #include "DxSkinChar.h"
    #include "DxClubMan.h"
    
    
    #include "BasicLineBox.h"
    #include "BasicTextBoxEx.h"
    #include "InventoryPageWear.h"
    #include "InventoryPageWearEx.h"
    #include "VehicleWindow.h"
    #include "PetWindow.h"
    
    
    #ifdef _DEBUG
    #define new DEBUG_NEW
    #endif
    
    
    CCharacterWindow::CCharacterWindow () :
    	m_pNameText ( NULL ),
    	m_pLevelText ( NULL ),
    	
    	m_pButtonOk ( NULL ),
    	m_pButtonCancel ( NULL ),
    
    
    	m_pAButton ( NULL ),
    	m_pALHandSlot ( NULL ),
    	m_pARHandSlot ( NULL ),
    	m_pBButton ( NULL ),
    	m_pBLHandSlot ( NULL ),
    	m_pBRHandSlot ( NULL ),
    
    
    	m_pPageWear( NULL ),
    	m_pPageWearEx( NULL ),
    	m_pPetWindow( NULL ),
    	m_pPointText ( NULL ),
    	
    	//Left
    	m_pPowText ( NULL ),
    	m_pDexText ( NULL ),
    	m_pSpiText ( NULL ),
    	//m_pIntText ( NULL ),
    	m_pStrText ( NULL ),
    	m_pStaText ( NULL ),
    
    
    	//Right
    	m_pPowTextUp ( NULL ),
    	m_pDexTextUp ( NULL ),
    	m_pSpiTextUp ( NULL ),
    	m_pIntTextUp ( NULL ),
    	m_pStrTextUp ( NULL ),
    	m_pStaTextUp ( NULL ),
    	m_pClubText ( NULL ), //by J.A Dev for guild name
    	m_pBadgeText ( NULL ),
    	m_pSchoolText ( NULL ),
    	m_pCopyRightText ( NULL ),
    	m_pPKStateText ( NULL ),
    
    
    	m_pNewPow ( 0 ),
    	m_pNewDex ( 0 ),
    	m_pNewSpi ( 0 ),
    	m_pNewStr ( 0 ),
    	m_pNewSta ( 0 ),
    	m_pNewPoint ( 0 ),
    	nIndex ( 0 ),
    
    
    	//Left
    	m_pDamageHighText ( NULL ), //ความแรงสูงสุด
    	m_pDamageLowText ( NULL ),	//ความแรงต่ำสุด
    	m_pDefenseText ( NULL ),	//ป้องกัน
    	m_pReqPaText ( NULL ),		//ถนัด
    	m_pReqSaText ( NULL ),		//เล็ง
    	m_pReqMaText ( NULL ),		//พลังงาน
    	m_pHitRateText ( NULL ),	//โจมตี
    	m_pAvoidRateText ( NULL ),	//หลบหลีก
    	m_pHPText ( NULL ),			//HP
    	m_pMPText ( NULL ),			//MP
    	m_pSPText ( NULL ),			//SP
    
    
    	//Right
    	m_pDamageHighTextUp ( NULL ), //ความแรงสูงสุด
    	m_pDamageLowTextUp ( NULL ),	//ความแรงต่ำสุด
    	m_pDefenseTextUp ( NULL ),	//ป้องกัน
    	m_pReqPaTextUp ( NULL ),		//ถนัด
    	m_pReqSaTextUp ( NULL ),		//เล็ง
    	m_pReqMaTextUp ( NULL ),		//พลังงาน
    	m_pHitRateTextUp ( NULL ),	//โจมตี
    	m_pAvoidRateTextUp ( NULL ),	//หลบหลีก
    	m_pHPTextUp ( NULL ),			//HP
    	m_pMPTextUp ( NULL ),			//MP
    	m_pSPTextUp ( NULL ),			//SP
    
    
    	m_pFireText ( NULL ),		//ไฟ
    	m_pColdText ( NULL ),		//น้ำแข็ง
    	m_pElectricText ( NULL ),	//ไฟฟ้า
    	m_pPoisonText ( NULL ),		//พิษ
    	m_pSpiritText ( NULL ),		//เวทย์
    	m_pGradeText ( NULL ),		//ชื่อเสียง
    	m_pGradeValue ( NULL ),		//ชื่อเสียง
    	m_pBrightSlider ( NULL ),	//ความดี
    	m_pActivityPointText ( NULL ),	//ผลงาน
    	m_pActivityPointValue ( NULL ),	//ผลงาน
    	m_pAcademy_Department ( NULL ),	//สถาบัน	//สายอาชชีพ
    	m_pd3dDevice ( NULL ),
    	m_pMobileText( NULL ),
    	m_pSkinChar(NULL),
    
    
    	m_vMax(6,20,6),
    	m_vMin(-6,0,-6),
    	m_fHeight(20.f)
    {
    	memset ( m_pPageButton, 0, sizeof ( m_pPageButton ) );
    	memset ( m_pPageButton, 0, sizeof ( CBasicTextButton* ) * nMAXPAGENEW );
    
    
    	memset ( m_pButtonPlus, 0, sizeof ( m_pButtonPlus ) );
    	memset ( m_pButtonMinus, 0, sizeof ( m_pButtonMinus ) );
    	D3DXMatrixIdentity( &m_matTrans );
    }
    
    
    CCharacterWindow::~CCharacterWindow ()
    {
    }
    
    
    
    
    CBasicTextBox* CCharacterWindow::CreateStaticControl ( char* szControlKeyword, CD3DFontPar* pFont, int nAlign, const UIGUID& cID )
    {
    	CBasicTextBox* pStaticText = new CBasicTextBox;
    	pStaticText->CreateSub ( this, szControlKeyword, UI_FLAG_DEFAULT, cID );
    	pStaticText->SetFont ( pFont );
    	pStaticText->SetTextAlign ( nAlign );	
    	RegisterControl ( pStaticText );
    
    
    	return pStaticText;
    }
    
    
    CBasicTextButton*  CCharacterWindow::CreateTextButton23 ( const char* szButton, UIGUID ControlID, const char* szText )
    {
    	const int nBUTTONSIZE = CBasicTextButton::SIZE23;
    	CBasicTextButton* pTextButton = new CBasicTextButton;
    	pTextButton->CreateSub ( this, "BASIC_TEXT_BUTTON23", UI_FLAG_XSIZE, ControlID );
    	pTextButton->CreateBaseButton ( szButton, nBUTTONSIZE, CBasicButton::RADIO_FLIP, szText ,_DEFAULT_FONT_SHADOW_FLAG );
    	RegisterControl ( pTextButton );
    	return pTextButton;
    }
    
    
    CBasicTextButton*  CCharacterWindow::CreateTextButton24 ( const char* szButton, UIGUID ControlID, const char* szText )
    {
    	const int nBUTTONSIZE = CBasicTextButton::SIZE24;
    	CBasicTextButton* pTextButton = new CBasicTextButton;
    	pTextButton->CreateSub ( this, "BASIC_TEXT_BUTTON24", UI_FLAG_XSIZE, ControlID );
    	pTextButton->CreateBaseButton ( szButton, nBUTTONSIZE, CBasicButton::CLICK_FLIP, szText , _DEFAULT_FONT_SHADOW_FLAG );
    	RegisterControl ( pTextButton );
    	return pTextButton;
    }
    
    
    CBasicTextButton*  CCharacterWindow::CreateTextButton25 ( const char* szButton, UIGUID ControlID, const char* szText )
    {
    	const int nBUTTONSIZE = CBasicTextButton::SIZE25;
    	CBasicTextButton* pTextButton = new CBasicTextButton;
    	pTextButton->CreateSub ( this, "BASIC_TEXT_BUTTON25", UI_FLAG_XSIZE, ControlID );
    	pTextButton->CreateBaseButton ( szButton, nBUTTONSIZE, CBasicButton::CLICK_FLIP, szText , _DEFAULT_FONT_SHADOW_FLAG );
    	RegisterControl ( pTextButton );
    	return pTextButton;
    }
    
    
    void CCharacterWindow::CreateSubControl ()
    {
    	CD3DFontPar* pFont6Shadow = DxFontMan::GetInstance().LoadDxFont ( _DEFAULT_FONT, 7, _DEFAULT_FONT_SHADOW_FLAG );
    	CD3DFontPar* pFont8Shadow = DxFontMan::GetInstance().LoadDxFont ( _DEFAULT_FONT, 8, _DEFAULT_FONT_SHADOW_FLAG );
    	CD3DFontPar* pFont = DxFontMan::GetInstance().LoadDxFont ( _DEFAULT_FONT, 9, _DEFAULT_FONT_SHADOW_FLAG );
    	CD3DFontPar* pFont10 = DxFontMan::GetInstance().LoadDxFont ( _DEFAULT_FONT, 10, _DEFAULT_FONT_SHADOW_FLAG );
    
    
    	const EMCHARCLASS emCharClass = DxGlobalStage::GetInstance().GetGameStage()->GetCharJoinData().m_CharData2.m_emClass;
    	const int nClassType = CharClassToIndex ( emCharClass );
    
    
    	const int nAlignLeft = TEXT_ALIGN_LEFT;
    	const int nAlignCenter = TEXT_ALIGN_CENTER_X;		
    	const DWORD& dwSilver = NS_UITEXTCOLOR::SILVER;
    	const DWORD& dwWhite = NS_UITEXTCOLOR::WHITE;
    	const DWORD& dwSubTitle = NS_UITEXTCOLOR::PALEGOLDENROD;
    
    
    	//พื้นหลังสีขาว
    	{
    		m_bg_white = new CUIControl;
    		m_bg_white->CreateSub ( this, "RNCHARACTER_WINDOW_REGION", UI_FLAG_DEFAULT);	
    		m_bg_white->SetVisibleSingle ( TRUE );
    		RegisterControl ( m_bg_white );
    	}
    
    
    	CString	strPageKeyword[nMAXPAGENEW] = 
    	{
    		"RNCHARACTER_WINDOW_CHAR_TAP",
    		"RNCHARACTER_WINDOW_VEHICLE_TAP",
    		"RNCHARACTER_WINDOW_PET_TAP",
    	};		
    
    
    		CBasicComboBox* pComboBox = NULL;
    		CBasicComboBoxRollOver*	pComboBoxRollOver = NULL;
    
    
    		pComboBox = new CBasicComboBox;
    		pComboBox->CreateSub ( this, "BASIC_COMBOBOX", UI_FLAG_XSIZE, NICKNAME_COMBO_OPEN );
    		pComboBox->CreateBaseComboBox ( "NICKNAME_COMBO_OPEN" );
    		RegisterControl ( pComboBox );
    		m_pComboBoxNickNameOpen = pComboBox;
    
    
    		pComboBoxRollOver = new CBasicComboBoxRollOver;
    		pComboBoxRollOver->CreateSub ( this, "BASIC_COMBOBOX_ROLLOVER", UI_FLAG_XSIZE | UI_FLAG_YSIZE, NICKNAME_COMBO_ROLLOVER );
    		pComboBoxRollOver->CreateBaseComboBoxRollOver ( "NICKNAME_COMBO_ROLLOVER" );
    		pComboBoxRollOver->SetVisibleSingle ( FALSE );
    		RegisterControl ( pComboBoxRollOver );
    		m_pComboBoxNickNameRollOver = pComboBoxRollOver;
    
    
    	for ( int i = 0; i < nMAXPAGENEW; i++ )
    	{		
    		m_pPageButton[i] = CreateTextButton23 ( strPageKeyword[i].GetString (), RNCHARACTER_WINDOW_CHAR_TAP + i, (char*)ID2GAMEWORD ( "RNCHARACTER_WINDOW_CHAR_TAP", i ) );
    	}
    		
    
    
    		
    	{	
    		// พื้นหลัง ตัวละคร
    		m_pBackLine1 = new CBasicLineBox;
    		m_pBackLine1->CreateSub ( this, "BASIC_LINE_BOX_SKILL", UI_FLAG_XSIZE | UI_FLAG_YSIZE );
    		m_pBackLine1->CreateBaseBoxSkill ( "RNCHARACTER_WINDOW_EQUIP_REGION" );
    		RegisterControl ( m_pBackLine1 );
    
    
    		//พื้นหลัง ข้อมูลส่วนล่าง
    		m_pBackLine2 = new CBasicLineBox;
    		m_pBackLine2->CreateSub ( this, "BASIC_LINE_BOX_SKILL", UI_FLAG_XSIZE | UI_FLAG_YSIZE );
    		m_pBackLine2->CreateBaseBoxSkill ( "RNCHARACTER_WINDOW_SCHOOL_REGION" );
    		RegisterControl ( m_pBackLine2 );
    	}
    
    
    	{
    		m_pStatusLine1 = new CBasicLineBox;
    		m_pStatusLine1->CreateSub ( this, "BASIC_LINE_BOX_SKILL", UI_FLAG_XSIZE | UI_FLAG_YSIZE );
    		m_pStatusLine1->CreateBaseBoxSkill ( "RNCHARACTER_WINDOW_STAT_POINT1_REGION" );
    		RegisterControl ( m_pStatusLine1 );	
    	
    		m_pStatusLine2 = new CBasicLineBox;
    		m_pStatusLine2->CreateSub ( this, "BASIC_LINE_BOX_SKILL", UI_FLAG_XSIZE | UI_FLAG_YSIZE );
    		m_pStatusLine2->CreateBaseBoxSkill ( "RNCHARACTER_WINDOW_STAT_POINT2_REGION" );
    		RegisterControl ( m_pStatusLine2 );	
    	
    		m_pStatusLine3 = new CBasicLineBox;
    		m_pStatusLine3->CreateSub ( this, "BASIC_LINE_BOX_SKILL", UI_FLAG_XSIZE | UI_FLAG_YSIZE );
    		m_pStatusLine3->CreateBaseBoxSkill ( "RNCHARACTER_WINDOW_STAT_POINT3_REGION" );
    		RegisterControl ( m_pStatusLine3 );
    	}
    
    
    	{
    		m_pStatusLine4 = new CBasicLineBox;
    		m_pStatusLine4->CreateSub ( this, "BASIC_LINE_BOX_SKILL", UI_FLAG_XSIZE | UI_FLAG_YSIZE );
    		m_pStatusLine4->CreateBaseBoxSkill ( "RNCHARACTER_WINDOW_STAT_POINT4_REGION" );
    		RegisterControl ( m_pStatusLine4 );
    
    
    		m_pStatusLine5 = new CBasicLineBox;
    		m_pStatusLine5->CreateSub ( this, "BASIC_LINE_BOX_SKILL", UI_FLAG_XSIZE | UI_FLAG_YSIZE );
    		m_pStatusLine5->CreateBaseBoxSkill ( "RNCHARACTER_WINDOW_STAT_POINT5_REGION" );
    		RegisterControl ( m_pStatusLine5 );
    
    
    		m_pStatusLine6 = new CBasicLineBox;
    		m_pStatusLine6->CreateSub ( this, "BASIC_LINE_BOX_SKILL", UI_FLAG_XSIZE | UI_FLAG_YSIZE );
    		m_pStatusLine6->CreateBaseBoxSkill ( "RNCHARACTER_WINDOW_STAT_POINT6_REGION" );
    		RegisterControl ( m_pStatusLine6 );
    	}
    
    
    	{
    		m_pStatusLine7 = new CBasicLineBox;
    		m_pStatusLine7->CreateSub ( this, "BASIC_LINE_BOX_SKILL", UI_FLAG_XSIZE | UI_FLAG_YSIZE );
    		m_pStatusLine7->CreateBaseBoxSkill ( "RNCHARACTER_WINDOW_STAT_POINT7_REGION" );
    		RegisterControl ( m_pStatusLine7 );
    
    
    		m_pStatusLine8 = new CBasicLineBox;
    		m_pStatusLine8->CreateSub ( this, "BASIC_LINE_BOX_SKILL", UI_FLAG_XSIZE | UI_FLAG_YSIZE );
    		m_pStatusLine8->CreateBaseBoxSkill ( "RNCHARACTER_WINDOW_STAT_POINT8_REGION" );
    		RegisterControl ( m_pStatusLine8 );
    
    
    		m_pStatusLine9 = new CBasicLineBox;
    		m_pStatusLine9->CreateSub ( this, "BASIC_LINE_BOX_SKILL", UI_FLAG_XSIZE | UI_FLAG_YSIZE );
    		m_pStatusLine9->CreateBaseBoxSkill ( "RNCHARACTER_WINDOW_STAT_POINT9_REGION" );
    		RegisterControl ( m_pStatusLine9 );
    
    
    		CreateControl ( "CHARACTER_REGIST_FIRE_ICON" );
    		CreateControl ( "CHARACTER_REGIST_ICE_ICON" );
    		CreateControl ( "CHARACTER_REGIST_ELECTRIC_ICON" );
    		CreateControl ( "CHARACTER_REGIST_POISON_ICON" );
    		CreateControl ( "CHARACTER_REGIST_SPIRIT_ICON" );
    	}
    
    
    		if( nClassType == GLCI_FIGHTER_M || nClassType == GLCI_FIGHTER_W )
    	{
    		if (GLCONST_CHAR::bDUAL_WEAPON_BRAWLER )
    		{
    			m_pPageWearEx = new CInventoryPageWearEx;
    			m_pPageWearEx->CreateSub ( this, "RNCHARACTER_WINDOW_WEAR_WINDOW", UI_FLAG_DEFAULT, CHARACTER_WINDOW_INVENTORY_PAGEWEAR_EX );
    			m_pPageWearEx->CreateSubControl ( nClassType );
    			RegisterControl ( m_pPageWearEx );
    		}
    		else
    		{
    			m_pPageWear = new CInventoryPageWear;
    			m_pPageWear->CreateSub ( this, "RNCHARACTER_WINDOW_WEAR_WINDOW", UI_FLAG_DEFAULT, CHARACTER_WINDOW_INVENTORY_PAGEWEAR );
    			m_pPageWear->CreateSubControl ( nClassType );
    			RegisterControl ( m_pPageWear );
    		}
    	}
    	else if( nClassType == GLCI_ARMS_M || nClassType == GLCI_ARMS_W )
    	{
    		if (GLCONST_CHAR::bDUAL_WEAPON_SWORDSMAN )
    		{
    			m_pPageWearEx = new CInventoryPageWearEx;
    			m_pPageWearEx->CreateSub ( this, "RNCHARACTER_WINDOW_WEAR_WINDOW", UI_FLAG_DEFAULT, CHARACTER_WINDOW_INVENTORY_PAGEWEAR_EX );
    			m_pPageWearEx->CreateSubControl ( nClassType );
    			RegisterControl ( m_pPageWearEx );
    		}
    		else
    		{
    			m_pPageWear = new CInventoryPageWear;
    			m_pPageWear->CreateSub ( this, "RNCHARACTER_WINDOW_WEAR_WINDOW", UI_FLAG_DEFAULT, CHARACTER_WINDOW_INVENTORY_PAGEWEAR );
    			m_pPageWear->CreateSubControl ( nClassType );
    			RegisterControl ( m_pPageWear );
    	
    			SetVisiblePage ( 0 );
    		}
    	}	
    	else if( nClassType == GLCI_ARCHER_M || nClassType == GLCI_ARCHER_W )
    	{
    		if (GLCONST_CHAR::bDUAL_WEAPON_ARCHER)
    		{
    			m_pPageWearEx = new CInventoryPageWearEx;
    			m_pPageWearEx->CreateSub ( this, "RNCHARACTER_WINDOW_WEAR_WINDOW", UI_FLAG_DEFAULT, CHARACTER_WINDOW_INVENTORY_PAGEWEAR_EX );
    			m_pPageWearEx->CreateSubControl ( nClassType );
    			RegisterControl ( m_pPageWearEx );
    		}
    		else
    		{
    			m_pPageWear = new CInventoryPageWear;
    			m_pPageWear->CreateSub ( this, "RNCHARACTER_WINDOW_WEAR_WINDOW", UI_FLAG_DEFAULT, CHARACTER_WINDOW_INVENTORY_PAGEWEAR );
    			m_pPageWear->CreateSubControl ( nClassType );
    			RegisterControl ( m_pPageWear );
    		}
    	}	
    	else if( nClassType == GLCI_SPIRIT_M || nClassType == GLCI_SPIRIT_W )
    	{
    		if (GLCONST_CHAR::bDUAL_WEAPON_SHAMMAN )
    		{
    			m_pPageWearEx = new CInventoryPageWearEx;
    			m_pPageWearEx->CreateSub ( this, "RNCHARACTER_WINDOW_WEAR_WINDOW", UI_FLAG_DEFAULT, CHARACTER_WINDOW_INVENTORY_PAGEWEAR_EX );
    			m_pPageWearEx->CreateSubControl ( nClassType );
    			RegisterControl ( m_pPageWearEx );
    		}
    		else
    		{
    			m_pPageWear = new CInventoryPageWear;
    			m_pPageWear->CreateSub ( this, "RNCHARACTER_WINDOW_WEAR_WINDOW", UI_FLAG_DEFAULT, CHARACTER_WINDOW_INVENTORY_PAGEWEAR );
    			m_pPageWear->CreateSubControl ( nClassType );
    			RegisterControl ( m_pPageWear );
    		}
    	}	
    	else if( nClassType == GLCI_EXTREME_M || nClassType == GLCI_EXTREME_W )
    	{
    		if (GLCONST_CHAR::bDUAL_WEAPON_EXTREME )
    		{
    			m_pPageWearEx = new CInventoryPageWearEx;
    			m_pPageWearEx->CreateSub ( this, "RNCHARACTER_WINDOW_WEAR_WINDOW", UI_FLAG_DEFAULT, CHARACTER_WINDOW_INVENTORY_PAGEWEAR_EX );
    			m_pPageWearEx->CreateSubControl ( nClassType );
    			RegisterControl ( m_pPageWearEx );
    		}
    		else
    		{
    			m_pPageWear = new CInventoryPageWear;
    			m_pPageWear->CreateSub ( this, "RNCHARACTER_WINDOW_WEAR_WINDOW", UI_FLAG_DEFAULT, CHARACTER_WINDOW_INVENTORY_PAGEWEAR );
    			m_pPageWear->CreateSubControl ( nClassType );
    			RegisterControl ( m_pPageWear );
    		}
    	}	
    	else if( nClassType == GLCI_SCIENCE_M || nClassType == GLCI_SCIENCE_W )
    	{
    		if (GLCONST_CHAR::bDUAL_WEAPON_SCIENCE )
    		{
    			m_pPageWearEx = new CInventoryPageWearEx;
    			m_pPageWearEx->CreateSub ( this, "RNCHARACTER_WINDOW_WEAR_WINDOW", UI_FLAG_DEFAULT, CHARACTER_WINDOW_INVENTORY_PAGEWEAR_EX );
    			m_pPageWearEx->CreateSubControl ( nClassType );
    			RegisterControl ( m_pPageWearEx );
    		}
    		else
    		{
    			m_pPageWear = new CInventoryPageWear;
    			m_pPageWear->CreateSub ( this, "RNCHARACTER_WINDOW_WEAR_WINDOW", UI_FLAG_DEFAULT, CHARACTER_WINDOW_INVENTORY_PAGEWEAR );
    			m_pPageWear->CreateSubControl ( nClassType );
    			RegisterControl ( m_pPageWear );
    		}
    	}	
    	else if( nClassType == GLCI_ASSASSIN_M || nClassType == GLCI_ASSASSIN_W )
    	{
    		if (GLCONST_CHAR::bDUAL_WEAPON_ASSASSIN )
    		{
    			m_pPageWearEx = new CInventoryPageWearEx;
    			m_pPageWearEx->CreateSub ( this, "RNCHARACTER_WINDOW_WEAR_WINDOW", UI_FLAG_DEFAULT, CHARACTER_WINDOW_INVENTORY_PAGEWEAR_EX );
    			m_pPageWearEx->CreateSubControl ( nClassType );
    			RegisterControl ( m_pPageWearEx );
    		}
    		else
    		{
    			m_pPageWear = new CInventoryPageWear;
    			m_pPageWear->CreateSub ( this, "RNCHARACTER_WINDOW_WEAR_WINDOW", UI_FLAG_DEFAULT, CHARACTER_WINDOW_INVENTORY_PAGEWEAR );
    			m_pPageWear->CreateSubControl ( nClassType );
    			RegisterControl ( m_pPageWear );
    		}
    	}
    
    
    		m_pVehicleWindow = new CVehicleWindow;
    		m_pVehicleWindow->CreateSub ( this, "RNCHARACTER_WINDOW_WEAR_WINDOW", UI_FLAG_DEFAULT, CHARACTER_VEHICLEWINDOW );
    		m_pVehicleWindow->CreateSubControl ();
    		RegisterControl ( m_pVehicleWindow );
    		
    		m_pPetWindow = new CPetWindow;
    		m_pPetWindow->CreateSub ( this, "RNCHARACTER_WINDOW_WEAR_WINDOW", UI_FLAG_DEFAULT, CHARACTER_PETWINDOW );
    		m_pPetWindow->CreateSubControl ();
    		RegisterControl ( m_pPetWindow );
    
    
    	{
    		m_pClubMark = CreateControl ( "CLUB_WINDOW_MARK_CHARACTERWINDOW" );		
    		m_pClubMark->SetUseRender ( TRUE );
    	}
    	
    	m_pAcademy_Department = CreateStaticControl ( "RNCHARACTER_WINDOW_ACADEMY_DEPARTMENT_TEXT", pFont, nAlignLeft );
    
    
    	m_pSchoolText = CreateStaticControl ( "CHARACTER_SCHOOL_TEXT", pFont8Shadow, TEXT_ALIGN_CENTER_X );
    
    
    	m_pCopyRightText = CreateStaticControl ( "CHARACTER_COPYRIGHT_TEXT", pFont8Shadow, TEXT_ALIGN_CENTER_X );
    
    
    	m_pPKStateText = CreateStaticControl ( "CHARACTER_PKSTATE_TEXT", pFont, nAlignLeft );
    	
    	CBasicTextBox* pTextBox = CreateStaticControl ( "RNCHARACTER_WINDOW_BRIGHT_TEXT", pFont8Shadow, nAlignLeft );
    	pTextBox->AddText ( ID2GAMEWORD("CHARACTER_SOCIAL_STATIC", 5), dwWhite );
    
    
    	m_pGradeText = CreateStaticControl ( "RNCHARACTER_WINDOW_CONTRIBUTION_POINT_TEXT", pFont8Shadow, nAlignLeft );
    	m_pGradeValue = CreateStaticControl ( "RNCHARACTER_WINDOW_CONTRIBUTION_POINT_VALUE", pFont8Shadow, nAlignLeft );
    	
    	m_pActivityPointText = CreateStaticControl ( "RNCHARACTER_WINDOW_ACTIVITY_POINT_TEXT", pFont8Shadow, nAlignLeft );
    	m_pActivityPointValue = CreateStaticControl ( "RNCHARACTER_WINDOW_ACTIVITY_POINT_VALUE", pFont8Shadow, nAlignLeft );
    	
    	m_pBrightFrame = CreateControl ( "RNCHARACTER_WINDOW_BRIGHTBAR",CHARACTER_BIRGHTER );		
    	m_pBrightSlider = CreateControl ( "RNCHARACTER_WINDOW_BRIGHTBAR_THUMB" );
    
    
    	m_pPointTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_1_POINT_TEXT", pFont, nAlignLeft );
    	m_pPointText = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_1_POINT_VALUE", pFont, nAlignLeft );
    
    
    	m_pPointTextStatic->AddText ( ID2GAMEWORD("CHARACTER_STAT_POINT"), dwWhite );
    
    
    	m_pPowTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_1_POW_TEXT", pFont6Shadow, nAlignLeft );
    	m_pDexTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_1_DEX_TEXT", pFont6Shadow, nAlignLeft );
    	m_pSpiTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_1_SPI_TEXT", pFont6Shadow, nAlignLeft );
    	m_pStrTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_1_STR_TEXT", pFont6Shadow, nAlignLeft );
    	m_pStaTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_1_STA_TEXT", pFont6Shadow, nAlignLeft );
    
    
    	m_pPowTextStatic->AddText ( ID2GAMEWORD("CHARACTER_STAT_STATIC", 0), dwWhite );
    	m_pDexTextStatic->AddText ( ID2GAMEWORD("CHARACTER_STAT_STATIC", 1), dwWhite );
    	m_pSpiTextStatic->AddText ( ID2GAMEWORD("CHARACTER_STAT_STATIC", 2), dwWhite );
    	m_pStrTextStatic->AddText ( ID2GAMEWORD("CHARACTER_STAT_STATIC", 4), dwWhite );
    	m_pStaTextStatic->AddText ( ID2GAMEWORD("CHARACTER_STAT_STATIC", 5), dwWhite );
    
    
    	m_pPowText = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_1_POW_VALUE", pFont6Shadow, nAlignCenter );
    	m_pDexText = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_1_DEX_VALUE", pFont6Shadow, nAlignCenter );
    	m_pSpiText = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_1_SPI_VALUE", pFont6Shadow, nAlignCenter );
    	m_pStrText = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_1_STR_VALUE", pFont6Shadow, nAlignCenter );
    	m_pStaText = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_1_STA_VALUE", pFont6Shadow, nAlignCenter );
    
    
    	m_pPowTextUp = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_1_POW_UP_VALUE", pFont6Shadow, nAlignCenter );
    	m_pDexTextUp = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_1_DEX_UP_VALUE", pFont6Shadow, nAlignCenter );
    	m_pSpiTextUp = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_1_SPI_UP_VALUE", pFont6Shadow, nAlignCenter );
    	m_pStrTextUp = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_1_STR_UP_VALUE", pFont6Shadow, nAlignCenter );
    	m_pStaTextUp = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_1_STA_UP_VALUE", pFont6Shadow, nAlignCenter );
    
    
    	CString	strButtonPlus[5] = 
    	{
    		"RNCHARACTER_WINDOW_STAT_POW_PLUS_BUTTON",
    		"RNCHARACTER_WINDOW_STAT_DEX_PLUS_BUTTON",
    		"RNCHARACTER_WINDOW_STAT_SPI_PLUS_BUTTON",
    		"RNCHARACTER_WINDOW_STAT_STR_PLUS_BUTTON",
    		"RNCHARACTER_WINDOW_STAT_STA_PLUS_BUTTON"
    	};
    
    
    	CString	strButtonMinus[5] = 
    	{
    		"RNCHARACTER_WINDOW_STAT_POW_MINUS_BUTTON",
    		"RNCHARACTER_WINDOW_STAT_DEX_MINUS_BUTTON",
    		"RNCHARACTER_WINDOW_STAT_SPI_MINUS_BUTTON",
    		"RNCHARACTER_WINDOW_STAT_STR_MINUS_BUTTON",
    		"RNCHARACTER_WINDOW_STAT_STA_MINUS_BUTTON"
    	};
    
    
    	for ( int i = 0; i < 5; i++ )
    	{	
    		m_pButtonPlus[i] = CreateTextButton24 ( strButtonPlus[i].GetString (), CHARACTER_WINDOW_STAT_POW_PLUS_BUTTON + i, "+" );
    		m_pButtonMinus[i] = CreateTextButton24 ( strButtonMinus[i].GetString (), CHARACTER_WINDOW_STAT_POW_MINUS_BUTTON + i, "-" );
    	}
    
    
    	m_pButtonOk = CreateTextButton25 ( "RNCHARACTER_WINDOW_STAT_APPLY_BUTTON", CHARACTER_WINDOW_STAT_OK , ID2GAMEWORD("CHARACTER_STAT_APPLY") );
    	m_pButtonCancel = CreateTextButton25 ( "RNCHARACTER_WINDOW_STAT_INIT_BUTTON", CHARACTER_WINDOW_STAT_CANCEL , ID2GAMEWORD("CHARACTER_STAT_INIT") );
    
    
    	m_pDamageHighTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_ATTACK_MAX_TEXT", pFont6Shadow, nAlignLeft );
    	m_pDamageLowTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_ATTACK_MIN_TEXT", pFont6Shadow, nAlignLeft );
    	m_pDefenseTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_DEFENSE_TEXT", pFont6Shadow, nAlignLeft );
    	m_pReqPaTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_FIGHT_TEXT", pFont6Shadow, nAlignLeft );
    	m_pReqSaTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_SHOOT_TEXT", pFont6Shadow, nAlignLeft );
    	m_pReqMaTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_STAMINA_TEXT", pFont6Shadow, nAlignLeft );
    	m_pHitRateTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_HIT_TEXT", pFont6Shadow, nAlignLeft );
    	m_pAvoidRateTextv = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_AVOID_TEXT", pFont6Shadow, nAlignLeft );
    	m_pHPTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_HP_TEXT", pFont6Shadow, nAlignLeft );
    	m_pMPTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_MP_TEXT", pFont6Shadow, nAlignLeft );
    	m_pSPTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_SP_TEXT", pFont6Shadow, nAlignLeft );
    	
    	m_pDamageHighTextStatic->AddText ( ID2GAMEWORD("CHARACTER_STATUS_STATIC", 14), dwWhite );
    	m_pDamageLowTextStatic->AddText ( ID2GAMEWORD("CHARACTER_STATUS_STATIC", 15), dwWhite );
    	m_pDefenseTextStatic->AddText ( ID2GAMEWORD("CHARACTER_STATUS_STATIC", 3), dwWhite );
    	m_pReqPaTextStatic->AddText ( ID2GAMEWORD("CHARACTER_STATUS_STATIC", 4), dwWhite );
    	m_pReqSaTextStatic->AddText ( ID2GAMEWORD("CHARACTER_STATUS_STATIC", 5), dwWhite );
    	m_pReqMaTextStatic->AddText ( ID2GAMEWORD("CHARACTER_STATUS_STATIC", 11), dwWhite );
    	m_pHitRateTextStatic->AddText ( ID2GAMEWORD("CHARACTER_STATUS_STATIC", 9), dwWhite );
    	m_pAvoidRateTextv->AddText ( ID2GAMEWORD("CHARACTER_STATUS_STATIC", 10), dwWhite );
    	m_pHPTextStatic->AddText ( ID2GAMEWORD("CHARACTER_STATUS_STATIC", 16), dwWhite );
    	m_pMPTextStatic->AddText ( ID2GAMEWORD("CHARACTER_STATUS_STATIC", 17), dwWhite );
    	m_pSPTextStatic->AddText ( ID2GAMEWORD("CHARACTER_STATUS_STATIC", 18), dwWhite );
    
    
    	m_pDamageHighText  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_ATTACK_MAX_VALUE", pFont6Shadow, TEXT_ALIGN_RIGHT );
    	m_pDamageLowText  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_ATTACK_MIN_VALUE", pFont6Shadow, TEXT_ALIGN_RIGHT );
    	m_pDefenseText  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_DEFENSE_VALUE", pFont6Shadow, TEXT_ALIGN_RIGHT );
    	m_pReqPaText  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_FIGHT_VALUE", pFont6Shadow, TEXT_ALIGN_RIGHT );
    	m_pReqSaText  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_SHOOT_VALUE", pFont6Shadow, TEXT_ALIGN_RIGHT );
    	m_pReqMaText  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_STAMINA_VALUE", pFont6Shadow, TEXT_ALIGN_RIGHT );
    	m_pHitRateText  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_HIT_VALUE", pFont6Shadow, TEXT_ALIGN_RIGHT );
    	m_pAvoidRateText  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_AVOID_VALUE", pFont6Shadow, TEXT_ALIGN_RIGHT );
    	m_pHPText  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_HP_VALUE", pFont6Shadow, TEXT_ALIGN_RIGHT );
    	m_pMPText  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_MP_VALUE", pFont6Shadow, TEXT_ALIGN_RIGHT );
    	m_pSPText  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_SP_VALUE", pFont6Shadow, TEXT_ALIGN_RIGHT );
    
    
    	/*m_pDamageHighTextUp  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_ATTACK_MAX_UP_VALUE", pFont8Shadow, TEXT_ALIGN_RIGHT );
    	m_pDamageLowTextUp  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_ATTACK_MIN_UP_VALUE", pFont8Shadow, TEXT_ALIGN_RIGHT );
    	m_pDefenseTextUp  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_DEFENSE_UP_VALUE", pFont8Shadow, TEXT_ALIGN_RIGHT );
    	m_pReqPaTextUp  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_FIGHT_UP_VALUE", pFont8Shadow, TEXT_ALIGN_RIGHT );
    	m_pReqSaTextUp	= CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_SHOOT_UP_VALUE", pFont8Shadow, TEXT_ALIGN_RIGHT );
    	m_pReqMaTextUp  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_STAMINA_UP_VALUE", pFont8Shadow, TEXT_ALIGN_RIGHT );
    	m_pHitRateTextUp  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_HIT_UP_VALUE", pFont8Shadow, TEXT_ALIGN_RIGHT );
    	m_pAvoidRateTextUp  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_AVOID_UP_VALUE", pFont8Shadow, TEXT_ALIGN_RIGHT );
    	m_pHPTextUp  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_HP_UP_VALUE", pFont8Shadow, TEXT_ALIGN_RIGHT );
    	m_pMPTextUp  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_MP_UP_VALUE", pFont8Shadow, TEXT_ALIGN_RIGHT );
    	m_pSPTextUp  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_SP_UP_VALUE", pFont8Shadow, TEXT_ALIGN_RIGHT );*/
    
    
    	m_pFireTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_3_FIRE_RESIST_TEXT", pFont6Shadow, nAlignLeft );
    	m_pColdTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_3_COLD_RESIST_TEXT", pFont6Shadow, nAlignLeft );
    	m_pElectricTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_3_ELECTRIC_RESIST_TEXT", pFont6Shadow, nAlignLeft );
    	m_pPoisonTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_3_POISON_RESIST_TEXT", pFont6Shadow, nAlignLeft );
    	m_pSpiritTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_3_SPIRIT_RESIST_TEXT", pFont6Shadow, nAlignLeft );
    
    
    	m_pFireTextStatic->AddText ( ID2GAMEWORD("CHARACTER_RESI_STATIC", 1), dwWhite );
    	m_pColdTextStatic->AddText ( ID2GAMEWORD("CHARACTER_RESI_STATIC", 2), dwWhite );
    	m_pElectricTextStatic->AddText ( ID2GAMEWORD("CHARACTER_RESI_STATIC", 3), dwWhite );
    	m_pPoisonTextStatic->AddText ( ID2GAMEWORD("CHARACTER_RESI_STATIC", 4), dwWhite );
    	m_pSpiritTextStatic->AddText ( ID2GAMEWORD("CHARACTER_RESI_STATIC", 5), dwWhite );
    
    
    	m_pFireText = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_3_FIRE_RESIST_VALUE", pFont6Shadow, nAlignLeft );
    	m_pColdText = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_3_COLD_RESIST_VALUE", pFont6Shadow, nAlignLeft );
    	m_pElectricText = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_3_ELECTRIC_RESIST_VALUE", pFont6Shadow, nAlignLeft );
    	m_pPoisonText = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_3_POISON_RESIST_VALUE", pFont6Shadow, nAlignLeft );
    	m_pSpiritText = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_3_SPIRIT_RESIST_VALUE", pFont6Shadow, nAlignLeft );
    
    
    	m_pLevelText = CreateStaticControl ( "CHARACTER_LEVEL_AND_NAME_TEXT", pFont8Shadow, TEXT_ALIGN_CENTER_X );
    	m_pClubText = CreateStaticControl ( "CHARACTER_CLUB_TEXT", pFont8Shadow, TEXT_ALIGN_CENTER_X );
    	m_pBadgeText = CreateStaticControl ( "CHARACTER_BADGE_TEXT", pFont8Shadow, TEXT_ALIGN_CENTER_X );
    	{
    		CUIControl	TempControl;
    		TempControl.Create ( 1, "CHARACTER_SCHOOL_MARK" );
    
    
    		const UIRECT& rcLocalPos = TempControl.GetLocalPos ();
    
    
    		CString strSchoolMark[] = 
    		{
    			"NAME_DISPLAY_SCHOOL1",
    			"NAME_DISPLAY_SCHOOL2",
    			"NAME_DISPLAY_SCHOOL3"
    		};
    
    
    		for ( int i = 0; i < nSCHOOL_MARK; ++i )
    		{
    			m_pSchoolMark[i] = CreateControl ( strSchoolMark[i].GetString() );
    			m_pSchoolMark[i]->SetLocalPos ( rcLocalPos );
    			m_pSchoolMark[i]->SetVisibleSingle ( FALSE );
    		}
    	}
    }
    CBasicTextButton*  CCharacterWindow::CreateTextButton ( const char* szButton, UIGUID ControlID, const char* szText )
    {
    	const int nBUTTONSIZE = CBasicTextButton::SIZE23;
    	CBasicTextButton* pTextButton = new CBasicTextButton;
    	pTextButton->CreateSub ( this, "BASIC_TEXT_BUTTON23", UI_FLAG_XSIZE, ControlID );
    	pTextButton->CreateBaseButton ( szButton, nBUTTONSIZE, CBasicButton::RADIO_FLIP, szText );
    	RegisterControl ( pTextButton );
    	return pTextButton;
    }
    
    
    void CCharacterWindow::SetGlobalPos(const D3DXVECTOR2& vPos)
    {
    	CUIGroup::SetGlobalPos( vPos );
    	const GLCHARLOGIC& sCharData = GLGaeaClient::GetInstance().GetCharacterLogic ();	
    	
    	SetBright( sCharData );
    }
    void CCharacterWindow::LoadComboData()
    {
    	m_pComboBoxNickNameRollOver->ClearText ();
    	for ( int i = 0; i < EMPTYITEMOPT_SIZE; i++ )
    	{
    		m_pComboBoxNickNameRollOver->SetTextAlign( TEXT_ALIGN_CENTER_X );
    		m_pComboBoxNickNameRollOver->AddText( (char*)ID2GAMEWORD("PARTY_MODAL_ITEM_OPTION", i) );
    	}
    }
    void CCharacterWindow::LoadItem ()
    {
    	m_pComboBoxNickNameOpen->SetTextAlign( TEXT_ALIGN_CENTER_X );
    	m_pComboBoxNickNameOpen->SetText ( (char*)ID2GAMEWORD("PARTY_MODAL_ITEM_OPTION", nIndex) );
    }
    void CCharacterWindow::SetVisibleSingle ( BOOL bVisible )
    {
    	CUIWindow::SetVisibleSingle( bVisible );
    
    
    	if( bVisible )
    	{
    		const GLCHARLOGIC& sCharData = GLGaeaClient::GetInstance().GetCharacterLogic ();
    		
    		if( m_pPageWearEx )
    		{
    			if( GLGaeaClient::GetInstance().GetCharacter()->IsUseArmSub() )
    			{
    				m_pPageWearEx->SetTabButton( FALSE );
    			}
    			else
    			{
    				m_pPageWearEx->SetTabButton( TRUE );
    			}
    
    
    		}
    	}
    }
    
    
    void CCharacterWindow::SetArmSwapTabButton( BOOL bArmSub )
    {
    	if( m_pPageWearEx )
    	{
    		m_pPageWearEx->SetTabButton( bArmSub );
    	}
    }
    HRESULT CCharacterWindow::InitDeviceObjects ( LPDIRECT3DDEVICEQ pd3dDevice )
    {
    	GASSERT( pd3dDevice );
    	m_pd3dDevice = pd3dDevice;
    
    
    	HRESULT hr = S_OK;
    	{
    		hr = CUIWindowEx::InitDeviceObjects( pd3dDevice );
    		//hr = m_pd3dDevice->GetDeviceCaps ( &m_d3dCaps );
    		if ( FAILED ( hr ) ) return hr;
    	}
    	m_CharacterNew = GLGaeaClient::GetInstance().GetCharacter();
    
    
    	D3DXVECTOR3 m_vPos = D3DXVECTOR3(12.0f,-135.0f,400.0f);
    	D3DXVECTOR3	m_vDir = m_CharacterNew->GetDirectionVector();
    	D3DXVECTOR3 m_vDirOrig = m_CharacterNew->GetOrig();
    
    
    	//D3DXMATRIX matTrans, matYRot;
    	//D3DXMatrixTranslation ( &matTrans, m_vPos.x, m_vPos.y, m_vPos.z );
    	//float fThetaY = DXGetThetaYFromDirection ( m_vDir, m_vDirOrig );
    	//D3DXMatrixRotationY ( &matYRot, fThetaY );
    
    
    	EMCHARINDEX emIndex = CharClassToIndex( m_CharacterNew->m_emClass );
    	DxSkinCharData* pSkinChar = DxSkinCharDataContainer::GetInstance().LoadData( GLCONST_CHAR::szCharSkin[emIndex], m_pd3dDevice, TRUE );
    	if ( !pSkinChar )	return E_FAIL;
    
    
    	SAFE_DELETE( m_pSkinChar );
    	m_pSkinChar = new DxSkinChar;
    	m_pSkinChar->SetCharData ( pSkinChar, m_pd3dDevice, TRUE );
    	UpdateSuit ();
    
    
    	return S_OK;
    }
    BOOL CCharacterWindow::IsCurUseArm( EMSLOT emSlot )
    {
    	if( IsUseArmSub() )
    	{
    		if( emSlot == SLOT_RHAND || emSlot == SLOT_LHAND ) return FALSE;
    	}
    	else
    	{
    		if( emSlot == SLOT_RHAND_S || emSlot == SLOT_LHAND_S ) return FALSE;
    	}
    
    
    
    
    	return TRUE;
    }
    
    
    
    
    
    
    //HRESULT CCharacterWindow::Create ();
    //{
    //}
    //	Note : Adding : GM Glenox | 11-16-2013 | Character Render 
    /*HRESULT CCharacterWindow::Create (DWORD dwGaeaID, LPDIRECT3DDEVICEQ pd3dDevice )
    {
    	GASSERT(pd3dDevice);
    	HRESULT hr;
    
    
    	m_pd3dDevice = pd3dDevice;
    	m_dwGaeaID = dwGaeaID;
    
    
    	//	Note : Adding : GM Glenox | 11-16-2013 | Character Render 
    	//
    EMCHARINDEX emIndex = CharClassToIndex( m_CharacterNew->m_emClass );
    	DxSkinCharData* pSkinChar = DxSkinCharDataContainer::GetInstance().LoadData( GLCONST_CHAR::szCharSkin[emIndex], pd3dDevice, TRUE );
    	if ( !pSkinChar )	return E_FAIL;
    
    
    	SAFE_DELETE(m_pSkinChar);
    	m_pSkinChar = new DxSkinChar;
    	m_pSkinChar->SetCharData ( pSkinChar, pd3dDevice, TRUE );
    	UpdateSuit ();
    
    
    	// Note : Control Hieght
    	m_pSkinChar->GetAABBBox( m_vMaxOrg, m_vMinOrg );
    	m_fHeight = m_vMaxOrg.y - m_vMinOrg.y;
    
    
    
    
    	//	Note : Adding : GM Glenox | 11-16-2013 | Character Render 
    	//
    /*	if ( pCharData->dwFLAGS & SDROP_CHAR::CHAR_GEN )
    	{
    //		if ( !IsSTATE(EM_REQ_VISIBLENONE) && !IsSTATE(EM_REQ_VISIBLEOFF) )
    		{
    			D3DXMATRIX matEffect;
    			D3DXMatrixTranslation ( &matEffect, m_vPos.x, m_vPos.y, m_vPos.z );
    
    
    //			STARGETID sTargetID(CROW_PC,pCharData->dwGaeaID,m_vPos);
    			DxEffGroupPlayer::GetInstance().NewEffGroup
    			(
    			GLCONST_CHAR::strREBIRTH_EFFECT.c_str(),
    				matEffect,
    				&sTargetID
    			);
    		}
    	}
    
    
    	if ( !m_pSkinChar->GETCURANIMNODE() )
    	{
    		CDebugSet::ToLogFile ( "ERORR : current animation node null point error [ %s ] [ M %d S %d ]", m_pSkinChar->GetFileName(), m_pSkinChar->GETCURMTYPE(), m_pSkinChar->GETCURSTYPE() );
    		m_pSkinChar->DEFAULTANI ();
    	}
    
    
    	return S_OK;
    }*/
    
    
    HRESULT CCharacterWindow::SkinLoad ( LPDIRECT3DDEVICEQ pd3dDevice )
    {
    	EMCHARINDEX emIndex = CharClassToIndex(m_CharacterNew->m_emClass);
    	DxSkinCharData* pSkinChar = DxSkinCharDataContainer::GetInstance().LoadData( GLCONST_CHAR::szCharSkin[emIndex], pd3dDevice, TRUE );
    	if ( !pSkinChar )	return E_FAIL;
    
    
    
    
    	SAFE_DELETE(m_pSkinChar);
    	m_pSkinChar = new DxSkinChar;
    
    
    	m_pSkinChar->SetCharData ( pSkinChar, pd3dDevice, TRUE );
    	
    	UpdateSuit();
    
    
    	return S_OK;
    }
    
    
    HRESULT CCharacterWindow::SkinLoadForTool( LPDIRECT3DDEVICEQ pd3dDevice, const char* szFile )
    {
    	EMCHARINDEX emIndex = CharClassToIndex(m_CharacterNew->m_emClass);
    	DxSkinCharData* pSkinChar = DxSkinCharDataContainer::GetInstance().LoadData( szFile, pd3dDevice, TRUE );
    	if ( !pSkinChar )	return E_FAIL;
    
    
    
    
    	SAFE_DELETE(m_pSkinChar);
    	m_pSkinChar = new DxSkinChar;
    
    
    	m_pSkinChar->SetCharData ( pSkinChar, pd3dDevice, TRUE );
    
    
    
    
    //	UpdateSuit( TRUE );
    
    
    	// Note : 1.AABB Boxธฆ ฐกมฎฟยดู. 2.ณ๔ภฬธฆ ฐ่ปEุ ณ๕ดยดู.
    	m_pSkinChar->GetAABBBox( m_vMaxOrg, m_vMinOrg );
    	m_fHeight = m_vMaxOrg.y - m_vMinOrg.y;
    
    
    	//	Note : ฟกดฯธภฬผว รสฑโศญ.
    	//
    	if ( m_pSkinChar )
    	{
    //		m_pSkinChar->SELECTANI ( AN_SHOCK, GLCHARLOGIC::m_emANISUBTYPE );
    
    
    		//Added by geger009 | 11-8-2012 | add VPS and VCF code
    		if ( m_pSkinChar->m_pSkinVehicle )
    		{
    			m_pSkinChar->m_pSkinVehicle->SELECTANI( AN_GUARD_N , AN_SUB_NONE );
    		}
    
    
    		if ( !m_pSkinChar->GETCURANIMNODE() )
    		{
    //			CDebugSet::ToLogFile ( "ERORR : current animation node null point error [ %s ] [ M %d S %d ]", m_pSkinChar->m_szFileName, AN_SHOCK, GLCHARLOGIC::m_emANISUBTYPE );
    			m_pSkinChar->DEFAULTANI ();
    		}
    	}
    
    
    	//	Note : ฝบลณ น๖วม, ป๓ลยภฬปEศฟฐEปผบ.
    //	FACTEFF::ReNewEffect ( STARGETID(CROW_PC,m_dwGaeaID,m_vPos), m_pSkinChar, m_sSKILLFACT, m_sSTATEBLOWS, m_matTrans, m_vDir );
    
    
    
    
    
    
    	return S_OK;
    }
    
    
    HRESULT CCharacterWindow::UpdateSuit ()
    {
    	GASSERT( m_pd3dDevice );
    
    
    	EMCHARINDEX emIndex = CharClassToIndex( m_CharacterNew->m_emClass );
    	DxSkinCharData* pSkinChar = DxSkinCharDataContainer::GetInstance().FindData ( GLCONST_CHAR::szCharSkin[emIndex] );
    	if ( !pSkinChar )	return E_FAIL;
    
    
    	const GLCONST_CHARCLASS &sCONST = GLCONST_CHAR::cCONSTCLASS[emIndex];
    
    
    	if ( sCONST.dwHEADNUM > m_CharacterNew->m_wFace )
    	{
    		std::string strHEAD_CPS = sCONST.strHEAD_CPS[m_CharacterNew->m_wFace];
    
    
    		PDXCHARPART pCharPart = NULL;
    		pCharPart = m_pSkinChar->GetPiece(PIECE_HEAD);		//	ว๖มฆ ภๅย๘ ฝบลฒ.
    
    
    		if ( pCharPart && strcmp(strHEAD_CPS.c_str(),pCharPart->GetFileName()) )
    		{
    			m_pSkinChar->SetPiece ( strHEAD_CPS.c_str(), m_pd3dDevice, 0x0, 0, TRUE );
    		}
    	}
    
    
    	if ( sCONST.dwHAIRNUM > m_CharacterNew->m_wHair )
    	{
    		std::string strHAIR_CPS = sCONST.strHAIR_CPS[m_CharacterNew->m_wHair];
    	
    
    
    
    
    		PDXCHARPART pCharPart = NULL;
    		pCharPart = m_pSkinChar->GetPiece(PIECE_HAIR);		//	ว๖มฆ ภๅย๘ ฝบลฒ.
    
    
    
    
    
    
    		if ( pCharPart && strcmp(strHAIR_CPS.c_str(),pCharPart->GetFileName()) )
    		{
    			m_pSkinChar->SetPiece ( strHAIR_CPS.c_str(), m_pd3dDevice, 0x0, 0, TRUE );
    		}
    	}
    
    
    
    
    	m_pSkinChar->SetHairColor( m_CharacterNew->m_wHairColor );
    
    
    
    
    
    
    
    
    
    
    
    
    	for ( int i=0; i<SLOT_NSIZE_S_2; i++ )
    	{
    		// ว๖ภ็ ภๅย๘ม฿ภฮ นซฑโฐก พฦดฯธ้ ณัพ๎ฐฃดู.
    		if( !IsCurUseArm( EMSLOT(i) ) ) continue;
    
    
    
    
    
    
    
    
    
    
    
    
    		SITEMCUSTOM &ItemClient = m_CharacterNew->m_PutOnItems[i];
    
    
    
    
    
    
    
    
    
    
    
    
    		SNATIVEID nidITEM = ItemClient.nidDISGUISE;
    		if ( nidITEM==SNATIVEID(false) )	nidITEM = ItemClient.sNativeID;
    
    
    
    
    
    
    
    
    
    
    
    
    		/*if ( !m_bVehicle && i == SLOT_VEHICLE  ) nidITEM = SNATIVEID(false);
    		else if ( i == SLOT_VEHICLE )
    		{
    			nidITEM = m_sVehicle.GetSkinID();
    			if ( nidITEM == SNATIVEID(false) )
    			{
    				m_sVehicle.m_sVehicleID = ItemClient.sNativeID;
    				nidITEM = ItemClient.sNativeID;
    			}
    		}*/
    
    
    
    
    		if ( nidITEM == SNATIVEID(false) )
    		{
    			//	Note : ฑโบป ฝบลฒฐ๚ ม๖ฑ ภๅย๘ตศ ฝบลฒภฬ ฦฒธฑ ฐๆฟ์.
    			//	SLOT->PIECE.
    			PDXSKINPIECE pSkinPiece = NULL;	//	ฑโบป ฝบลฒ.
    			PDXCHARPART pCharPart = NULL;	//	ว๖มฆ ภๅย๘ ฝบลฒ.
    
    
    			EMPIECECHAR emPiece = SLOT_2_PIECE(EMSLOT(i));
    			if ( emPiece!=PIECE_SIZE )
    			{
    				pSkinPiece = pSkinChar->GetPiece(emPiece);	//	ฑโบป ฝบลฒ.
    				pCharPart = m_pSkinChar->GetPiece(emPiece);	//	ว๖มฆ ภๅย๘ ฝบลฒ.
    			}
    
    
    			if ( pSkinPiece )
    			{
    				if ( pCharPart && strcmp(pSkinPiece->m_szFileName,pCharPart->GetFileName()) )
    					m_pSkinChar->SetPiece ( pSkinPiece->m_szFileName, m_pd3dDevice, 0x0, 0, TRUE );
    			}
    			else
    			{
    				if ( pCharPart )	m_pSkinChar->ResetPiece(emPiece);
    			}
    		}
    		else
    		{
    			SITEM* pItem = GLItemMan::GetInstance().GetItem ( nidITEM );
    			if ( pItem )
    			{
    				m_pSkinChar->SetPiece ( pItem->GetWearingFile(emIndex), m_pd3dDevice, NULL, ItemClient.GETGRADE_EFFECT(), TRUE );
    			}
    		}
    	}
    
    
    	/*if( m_dwTransfromSkill != SNATIVEID::ID_NULL )
    	{
    
    
    
    
    
    
    
    
    
    
    
    
    		PGLSKILL pSkill = GLSkillMan::GetInstance().GetData ( m_sSKILLFACT[m_dwTransfromSkill].sNATIVEID.wMainID, m_sSKILLFACT[m_dwTransfromSkill].sNATIVEID.wSubID );
    		if( pSkill ) 
    		{
    			for( BYTE i = 0; i < SKILL::EMTRANSFORM_NSIZE; i++ )
    			{
    				if( m_CharData.wSex == 1 )
    				{				
    					m_pSkinChar->SetPiece ( pSkill->m_sSPECIAL_SKILL.strTransform_Man[i].c_str(), m_pd3dDevice, 0X0, 0, TRUE );
    				}else{
    					m_pSkinChar->SetPiece ( pSkill->m_sSPECIAL_SKILL.strTransform_Woman[i].c_str(), m_pd3dDevice, 0X0, 0, TRUE );
    				}
    			}
    		}
    	}
    
    
    
    
    
    
    	//	Note : ฝบลณ น๖วม, ป๓ลยภฬป๓ ศฟฐ๚ ปผบ.
    	FACTEFF::ReNewEffect ( STARGETID(CROW_PC,m_dwGaeaID,m_vPos), m_pSkinChar, m_sSKILLFACT, m_sSTATEBLOWS, m_matTrans, m_vDir );
    
    
    	if( GLCONST_CHAR::cCONSTCLASS[emIndex].strCLASS_EFFECT.size() != 0 )
    	{
    
    
    
    
    
    
    
    
    
    
    
    
    		DxEffcharDataMan::GetInstance().PutPassiveEffect ( m_pSkinChar, GLCONST_CHAR::cCONSTCLASS[emIndex].strCLASS_EFFECT.c_str(), &m_vDir );
    	}*/
    
    
    
    
    
    
    
    
    
    
    	return S_OK;
    }
    
    
    
    
    
    
    HRESULT CCharacterWindow::FrameMove ( float fTime, float fElapsedTime )
    {
    	GASSERT( m_pd3dDevice );
    
    
    	D3DXVECTOR3 vFromPt		= DxViewPort::GetInstance().GetFromPt();
    	D3DXVECTOR3 vLookatPt	= DxViewPort::GetInstance().GetLookatPt();
    	D3DXVECTOR3 vUpVec		= D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
    
    
    	m_pSkinChar->FrameMove( fTime,fElapsedTime );
    
    
    	D3DXMATRIX matTrans , matYRot;
    	D3DXMatrixTranslation ( &matTrans, vLookatPt.x, vLookatPt.y, vLookatPt.z );
    	float fThetaY = DXGetThetaYFromDirection ( vUpVec, vFromPt );
    	D3DXMatrixRotationY ( &matYRot, fThetaY );
    
    
    	// Get D3DX to fill in the matrix values
    	D3DXMATRIX matView;
    	D3DXMatrixLookAtLH( &matView, &vFromPt, &vLookatPt, &vUpVec );
    
    
    	// Set our view matrix
    	//m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
    
    
    	m_matTrans = matTrans ;
    
    
    	return S_OK;
    }
    
    
    
    
    HRESULT	CCharacterWindow::Render ( LPDIRECT3DDEVICEQ pd3dDevice, CLIPVOLUME &cv, BOOL bRendAABB )
    {
    	GASSERT( pd3dDevice );
    	CLIPVOLUME &CV = DxViewPort::GetInstance().GetClipVolume ();
    
    
    	//if ( m_bNeedData && !(m_dwRevData&RECEIVE_CHARDATA) )	return S_FALSE;
    	if ( !m_pSkinChar )	
    
    
    	if ( bRendAABB ) EDITMESHS::RENDERAABB ( pd3dDevice, m_vMax, m_vMin );	//	ลืฝบฦฎฟ๋.
    	if( !IsVisible() ) return S_OK;
    
    
    	HRESULT hr = S_OK;
    hr = CUIWindowEx::Render ( pd3dDevice );
    		if ( FAILED ( hr ) ) return hr;
    
    
    	m_pClubMark->SetVisibleSingle ( FALSE );
    	{
    		hr = CUIWindowEx::Render ( pd3dDevice );
    		if( FAILED ( hr ) ) return hr;
    	}
    	m_pClubMark->SetVisibleSingle ( TRUE );
    
    
    	GLCLUB& sCLUB = GLGaeaClient::GetInstance().GetCharacter ()->m_sCLUB;
    
    
    	//	ฑๆตๅฟ๘ภฬ พฦดั ฐๆฟ์
    	if ( sCLUB.m_dwID==CLUB_NULL ) return S_OK;
    
    
    	int nServer = static_cast<int>(GLGaeaClient::GetInstance().GetCharacter()->m_dwServerID);
    	int nID = static_cast<int>(sCLUB.m_dwID);
    	DWORD dwVer = sCLUB.m_dwMarkVER;
    
    
    	//if ( !DxClubMan::GetInstance().IsValidData ( nServer, nID, dwVer ) ) return S_OK;
    	const DxClubMan::DXDATA& sMarkData = DxClubMan::GetInstance().GetClubData ( pd3dDevice, nServer, nID, dwVer );
    
    
    	//const UIRECT& rcGlobalPos = m_pClubMark->GetGlobalPos ();
    	//m_pClubMark->SetGlobalPos ( UIRECT ( ceil(rcGlobalPos.left), ceil(rcGlobalPos.top),
    	//	ceil(rcGlobalPos.sizeX), ceil(rcGlobalPos.sizeY) ) );
    
    
    	m_pClubMark->SetTexturePos ( 0, sMarkData.vTex_1_LU );
    	m_pClubMark->SetTexturePos ( 1, sMarkData.vTex_2_RU );
    	m_pClubMark->SetTexturePos ( 3, sMarkData.vTex_3_LD );
    	m_pClubMark->SetTexturePos ( 2, sMarkData.vTex_4_RD );
    
    
    	//	ธธต้พ๎พ฿วิ
    	m_pClubMark->SetTexture ( sMarkData.pddsTexture );
    	{
    		hr = m_pClubMark->Render ( pd3dDevice );
    		if( FAILED ( hr ) ) return hr;
    	}
    
    
    	return S_OK;
    }
    void CCharacterWindow::SetVisiblePage ( int nPage )
    {
    	const EMCHARCLASS emCharClass = DxGlobalStage::GetInstance().GetGameStage()->GetCharJoinData().m_CharData2.m_emClass;
    	const int nClassType = CharClassToIndex ( emCharClass );
    
    
    	for ( int i = 0; i < nMAXPAGENEW; i++ )
    	{
    		m_pPageButton[i]->SetFlip ( FALSE );		
    	}
    
    
    	m_pPetWindow->SetVisibleSingle ( FALSE );
    	m_pVehicleWindow->SetVisibleSingle ( FALSE );
    
    
    	if( nClassType == GLCI_FIGHTER_M || nClassType == GLCI_FIGHTER_W )	{
    		if (GLCONST_CHAR::bDUAL_WEAPON_BRAWLER )	{
    			m_pPageWearEx->SetVisibleSingle ( FALSE );	}
    		else	{	m_pPageWear->SetVisibleSingle ( FALSE );	}
    	}
    	else if( nClassType == GLCI_ARMS_M || nClassType == GLCI_ARMS_W )	{
    		if (GLCONST_CHAR::bDUAL_WEAPON_SWORDSMAN )	{
    			m_pPageWearEx->SetVisibleSingle ( FALSE );	}
    		else	{	m_pPageWear->SetVisibleSingle ( FALSE );	}
    	}	
    	else if( nClassType == GLCI_ARCHER_M || nClassType == GLCI_ARCHER_W )	{
    		if (GLCONST_CHAR::bDUAL_WEAPON_ARCHER)	{
    			m_pPageWearEx->SetVisibleSingle ( FALSE );	}
    		else	{	m_pPageWear->SetVisibleSingle ( FALSE );	}
    	}	
    	else if( nClassType == GLCI_SPIRIT_M || nClassType == GLCI_SPIRIT_W )	{
    		if (GLCONST_CHAR::bDUAL_WEAPON_SHAMMAN )	{
    			m_pPageWearEx->SetVisibleSingle ( FALSE );	}
    		else	{	m_pPageWear->SetVisibleSingle ( FALSE );	}
    	}	
    	else if( nClassType == GLCI_EXTREME_M || nClassType == GLCI_EXTREME_W )	{
    		if (GLCONST_CHAR::bDUAL_WEAPON_EXTREME )	{
    			m_pPageWearEx->SetVisibleSingle ( FALSE );	}
    		else	{	m_pPageWear->SetVisibleSingle ( FALSE );	}
    	}	
    	else if( nClassType == GLCI_SCIENCE_M || nClassType == GLCI_SCIENCE_W )	{
    		if (GLCONST_CHAR::bDUAL_WEAPON_SCIENCE )	{
    			m_pPageWearEx->SetVisibleSingle ( FALSE );	}
    		else	{	m_pPageWear->SetVisibleSingle ( FALSE );	}
    	}	
    	else if( nClassType == GLCI_ASSASSIN_M || nClassType == GLCI_ASSASSIN_W )	{
    		if (GLCONST_CHAR::bDUAL_WEAPON_ASSASSIN )	{
    			m_pPageWearEx->SetVisibleSingle ( FALSE );	}
    		else	{	m_pPageWear->SetVisibleSingle ( FALSE );	}
    	}	
    
    
    	if ( nPage == 0 )
    	{
    		m_pPageButton[0]->SetFlip ( TRUE );
    
    
    		if( nClassType == GLCI_FIGHTER_M || nClassType == GLCI_FIGHTER_W )	{
    			if (GLCONST_CHAR::bDUAL_WEAPON_BRAWLER )	{
    				m_pPageWearEx->SetVisibleSingle ( TRUE );	}
    			else	{	m_pPageWear->SetVisibleSingle ( TRUE );	}
    		}
    		else if( nClassType == GLCI_ARMS_M || nClassType == GLCI_ARMS_W )	{
    			if (GLCONST_CHAR::bDUAL_WEAPON_SWORDSMAN )	{
    				m_pPageWearEx->SetVisibleSingle ( TRUE );	}
    			else	{	m_pPageWear->SetVisibleSingle ( TRUE );	}
    		}	
    		else if( nClassType == GLCI_ARCHER_M || nClassType == GLCI_ARCHER_W )	{
    			if (GLCONST_CHAR::bDUAL_WEAPON_ARCHER)	{
    				m_pPageWearEx->SetVisibleSingle ( TRUE );	}
    			else	{	m_pPageWear->SetVisibleSingle ( TRUE );	}
    		}	
    		else if( nClassType == GLCI_SPIRIT_M || nClassType == GLCI_SPIRIT_W )	{
    			if (GLCONST_CHAR::bDUAL_WEAPON_SHAMMAN )	{
    				m_pPageWearEx->SetVisibleSingle ( TRUE );	}
    			else	{	m_pPageWear->SetVisibleSingle ( TRUE );	}
    		}	
    		else if( nClassType == GLCI_EXTREME_M || nClassType == GLCI_EXTREME_W )	{
    			if (GLCONST_CHAR::bDUAL_WEAPON_EXTREME )	{
    				m_pPageWearEx->SetVisibleSingle ( TRUE );	}
    			else	{	m_pPageWear->SetVisibleSingle ( TRUE );	}
    		}	
    		else if( nClassType == GLCI_SCIENCE_M || nClassType == GLCI_SCIENCE_W )	{
    			if (GLCONST_CHAR::bDUAL_WEAPON_SCIENCE )	{
    				m_pPageWearEx->SetVisibleSingle ( TRUE );	}
    			else	{	m_pPageWear->SetVisibleSingle ( TRUE );	}
    		}	
    		else if( nClassType == GLCI_ASSASSIN_M || nClassType == GLCI_ASSASSIN_W )	{
    			if (GLCONST_CHAR::bDUAL_WEAPON_ASSASSIN )	{
    				m_pPageWearEx->SetVisibleSingle ( TRUE );	}
    			else	{	m_pPageWear->SetVisibleSingle ( TRUE );	}
    		}	
    	}
    
    
    	else if ( nPage == 2 )
    	{
    		m_pPageButton[2]->SetFlip ( TRUE );
    		m_pPetWindow->SetVisibleSingle ( TRUE );
    	}
    	else if ( nPage == 1 )
    	{
    		m_pPageButton[1]->SetFlip ( TRUE );
    		m_pVehicleWindow->SetVisibleSingle ( TRUE );
    	}
    }



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