Searched refs:HUDTranslucencyLevel (Results 1 – 4 of 4) sorted by relevance
34 extern signed int HUDTranslucencyLevel;106 GLOBALASSERT( HUDTranslucencyLevel >= 0); in Render()107 GLOBALASSERT( HUDTranslucencyLevel <= 255 ); in Render()113 (HUDTranslucencyLevel << 8) // int FixP_Alpha in Render()
79 extern signed int HUDTranslucencyLevel;146 HUDTranslucencyLevel, // int& Value_ToUse, in CreateAll()
76 signed int HUDTranslucencyLevel=64; variable404 D3D_HUDQuad_Output(HUDImageNumber,quadVertices,RGBALIGHT_MAKE(255,255,255,HUDTranslucencyLevel)); in D3D_BLTMotionTrackerToHUD()421 imageDesc.Translucency = HUDTranslucencyLevel; in D3D_BLTMotionTrackerToHUD()429 BlueBar.Translucency = HUDTranslucencyLevel; in D3D_BLTMotionTrackerToHUD()461 int trans = MUL_FIXED(brightness*2,HUDTranslucencyLevel); in D3D_BLTMotionTrackerBlipToHUD()663 imageDesc.Translucency = HUDTranslucencyLevel; in D3D_BLTDigitToHUD()
1596 extern signed int HUDTranslucencyLevel; in ReadPlayerGameInput()1600 HUDTranslucencyLevel-=NormalFrameTime>>9; in ReadPlayerGameInput()1601 if (HUDTranslucencyLevel<0) HUDTranslucencyLevel=0; in ReadPlayerGameInput()1605 HUDTranslucencyLevel+=NormalFrameTime>>9; in ReadPlayerGameInput()1606 if (HUDTranslucencyLevel>255) HUDTranslucencyLevel=255; in ReadPlayerGameInput()