1139 {
1140 super.Update( timeslice );
1141
1144
1145
1147 {
1148
1150 {
1152 {
1153
1155 int alpha = widget.GetAlpha() * 255;
1156 int color;
1157 int colorA =
ARGB( alpha, 255, 255, 255 );
1159
1160
1161 if ( widget.GetColor() == colorA )
1162 {
1163 color = colorB;
1164 }
1165 else
1166 {
1167 color = colorA;
1168 }
1169
1170 widget.SetColor( color );
1171 }
1172 }
1173
1175 }
1176 else
1177 {
1179 }
1180
1182 {
1185 {
1187 }
1188 }
1189
1191 {
1194 {
1196 }
1197
1198 }
1199
1201 {
1204 }
1205
1207
1210
1211 #ifdef PLATFORM_PS4
1214 #endif
1215 }
void RefreshVehicleHud(float timeslice)
ref array< ref HitDirectionEffectBase > m_HitDirEffectArray
void ShowPlayerTag(float timeslice)
ref IngameHudHeatBuffer m_HeatBufferUI
ref map< ImageWidget, int > m_TendencyStatusCritical
const float TENDENCY_BLINK_TIME
bool m_IsTemperatureVisible
ActionTargetsCursor m_ActionTargetsCursor
ref IngameHudVisibility m_HudVisibility
void SetStaminaBarVisibility(bool show)
float m_TemperatureShowTime
void UpdateHitDirEffects(float timeslice)
void CleanupHitDirEffects()
int ARGB(int a, int r, int g, int b)