1142 {
1143 super.Update( timeslice );
1144
1147
1148
1150 {
1151
1153 {
1155 {
1156
1158 int alpha = widget.GetAlpha() * 255;
1159 int color;
1160 int colorA =
ARGB( alpha, 255, 255, 255 );
1162
1163
1164 if ( widget.GetColor() == colorA )
1165 {
1166 color = colorB;
1167 }
1168 else
1169 {
1170 color = colorA;
1171 }
1172
1173 widget.SetColor( color );
1174 }
1175 }
1176
1178 }
1179 else
1180 {
1182 }
1183
1185 {
1188 {
1190 }
1191 }
1192
1194 {
1197 {
1199 }
1200
1201 }
1202
1204 {
1207 }
1208
1210
1213
1214 #ifdef PLATFORM_PS4
1217 #endif
1218 }
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
void SetStaminaBarVisibility(bool show)
float m_TemperatureShowTime
void UpdateHitDirEffects(float timeslice)
void CleanupHitDirEffects()
int ARGB(int a, int r, int g, int b)