1 #include "dialog_settings_game_weapons.qh"
3 #include "weaponslist.qh"
4 #include "commandbutton.qh"
5 #include "textlabel.qh"
8 #include "radiobutton.qh"
10 void XonoticGameWeaponsSettingsTab_showNotify(entity me)
14 entity makeXonoticGameWeaponsSettingsTab()
17 me = NEW(XonoticGameWeaponsSettingsTab);
18 me.configureDialog(me);
22 void XonoticGameWeaponsSettingsTab_fill(entity me)
25 entity weaponsApplyButton = makeXonoticCommandButton(_("Apply immediately"), '0 0 0',
26 "sendcvar cl_autoswitch;"
27 "sendcvar cl_weaponpriority;"
28 "sendcvar cl_weaponimpulsemode;"
29 , COMMANDBUTTON_APPLY);
30 weaponsApplyButton.disableOnClick = true;
34 me.TD(me, 1, 2.5, e = makeXonoticHeaderLabel(_("Weapon Priority List (* = mutator weapon)")));
37 me.TD(me, 9, 2.5, e = me.weaponsList = makeXonoticWeaponsList());
38 e.applyButton = weaponsApplyButton;
39 me.gotoRC(me, 10, 0.25);
40 me.TD(me, 1, 1.25, e = makeXonoticButton(_("Up"), '0 0 0'));
41 e.onClick = WeaponsList_MoveUp_Click;
42 e.onClickEntity = me.weaponsList;
43 e.applyButton = weaponsApplyButton;
44 me.TD(me, 1, 1.25, e = makeXonoticButton(_("Down"), '0 0 0'));
45 e.onClick = WeaponsList_MoveDown_Click;
46 e.onClickEntity = me.weaponsList;
47 e.applyButton = weaponsApplyButton;
49 me.gotoRC(me, 0, 3); me.setFirstColumn(me, me.currentColumn);
50 me.TD(me, 1, 3, e = makeXonoticCheckBox_T(0, "cl_weaponpriority_useforcycling", _("Use priority list for weapon cycling"),
51 _("Make use of the list above when cycling through weapons with the mouse wheel")));
53 me.TD(me, 1, 3, e = makeXonoticCheckBox(1, "cl_weaponimpulsemode", _("Cycle through only usable weapon selections")));
54 e.applyButton = weaponsApplyButton;
57 me.TD(me, 1, 3, e = makeXonoticCheckBox_T(0, "cl_autoswitch", _("Auto switch weapons on pickup"),
58 _("Automatically switch to newly picked up weapons if they are better than what you are carrying")));
59 e.applyButton = weaponsApplyButton;
61 me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_unpress_attack_on_weapon_switch", _("Release attack buttons when you switch weapons")));
64 me.TD(me, 1, 3, e = makeXonoticCheckBox_T(0, "r_drawviewmodel", _("Draw 1st person weapon model"),
65 _("Draw the weapon model")));
68 me.TD(me, 1, 0.9, e = makeXonoticRadioButton_T(1, "cl_gunalign", "4", _("Left align"),
69 _("Position of the weapon model; requires reconnect")));
70 setDependent(e, "r_drawviewmodel", 1, 1);
71 me.TD(me, 1, 0.9, e = makeXonoticRadioButton_T(1, "cl_gunalign", "1", _("Center"),
72 _("Position of the weapon model; requires reconnect")));
73 setDependent(e, "r_drawviewmodel", 1, 1);
74 me.TD(me, 1, 1.0, e = makeXonoticRadioButton_T(1, "cl_gunalign", "3", _("Right align"),
75 _("Position of the weapon model; requires reconnect")));
76 setDependent(e, "r_drawviewmodel", 1, 1);
80 me.TD(me, 1, 2.8, e = makeXonoticCheckBox_T(0, "cl_followmodel", _("Gun model swaying"), "-"));
81 makeMulti(e, "cl_leanmodel");
82 setDependent(e, "r_drawviewmodel", 1, 1);
85 me.TD(me, 1, 2.8, e = makeXonoticCheckBox(0, "cl_bobmodel", _("Gun model bobbing")));
86 setDependent(e, "r_drawviewmodel", 1, 1);
87 me.gotoRC(me, me.rows - 1, 0); me.setFirstColumn(me, me.currentColumn);
88 me.TD(me, 1, me.columns, weaponsApplyButton);