155 {
156
157 if (p)
158 {
159
160
161 Param4<bool,int,vector,bool> par;
162
163
164
165 Param1<bool> parShow;
166
167 if (Class.CastTo(par,p))
168 {
169 bool state = par.param1;
170 if (state)
171 {
173 }
174 else
175 {
177 }
178 }
179 else if (Class.CastTo(parShow,p) &&
m_Visible != parShow.param1)
180 {
183 }
184 }
185
186
189
191 {
192 g_Game.GetMission().GetEffectWidgets().RemoveActiveEffects({EffectWidgetsTypes.BLEEDING_LAYER});
193 m_WidgetArray.ShuffleArray();
194 }
195 }
void CleanupBleedingIndicators()
void SpawnBleedingIndicator(int source_ID, vector position)
ref array< int > m_RunningIndicators
void StopBleedingIndicator(int source_ID, bool instant=false)
void UpdateBleedingIndicators(float timeSlice)