1 #ifndef DIALOG_SETTINGS_GAME_WEAPONS_H
2 #define DIALOG_SETTINGS_GAME_WEAPONS_H
4 CLASS(XonoticGameWeaponsSettingsTab, XonoticTab)
5 //METHOD(XonoticGameWeaponsSettingsTab, toString, string(entity))
6 METHOD(XonoticGameWeaponsSettingsTab, fill, void(entity))
7 METHOD(XonoticGameWeaponsSettingsTab, showNotify, void(entity))
8 ATTRIB(XonoticGameWeaponsSettingsTab, title, string, _("Weapons"))
9 ATTRIB(XonoticGameWeaponsSettingsTab, intendedWidth, float, 0.9)
10 ATTRIB(XonoticGameWeaponsSettingsTab, rows, float, 13)
11 ATTRIB(XonoticGameWeaponsSettingsTab, columns, float, 6)
12 ATTRIB(XonoticGameWeaponsSettingsTab, weaponsList, entity, NULL)
13 ENDCLASS(XonoticGameWeaponsSettingsTab)
14 entity makeXonoticGameWeaponsSettingsTab();
18 void XonoticGameWeaponsSettingsTab_showNotify(entity me)
22 entity makeXonoticGameWeaponsSettingsTab()
25 me = NEW(XonoticGameWeaponsSettingsTab);
26 me.configureDialog(me);
30 void XonoticGameWeaponsSettingsTab_fill(entity me)
36 me.TD(me, 1, 2.5, e = makeXonoticHeaderLabel(_("Weapon Priority List")));
39 me.TD(me, 10, 2.5, e = me.weaponsList = makeXonoticWeaponsList());
40 me.gotoRC(me, 11, 0.25);
41 me.TD(me, 1, 1.25, e = makeXonoticButton(_("Up"), '0 0 0'));
42 e.onClick = WeaponsList_MoveUp_Click;
43 e.onClickEntity = me.weaponsList;
44 me.TD(me, 1, 1.25, e = makeXonoticButton(_("Down"), '0 0 0'));
45 e.onClick = WeaponsList_MoveDown_Click;
46 e.onClickEntity = me.weaponsList;
48 me.gotoRC(me, 0, 3); me.setFirstColumn(me, me.currentColumn);
49 me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_weaponpriority_useforcycling", _("Use priority list for weapon cycling")));
51 me.TD(me, 1, 3, e = makeXonoticCheckBox(1, "cl_weaponimpulsemode", _("Cycle through only usable weapon selections")));
54 me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_autoswitch", _("Auto switch weapons on pickup")));
56 me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_unpress_attack_on_weapon_switch", _("Release attack buttons when you switch weapons")));
59 me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "r_drawviewmodel", _("Draw 1st person weapon model")));
62 me.TD(me, 1, 0.9, e = makeXonoticRadioButton(1, "cl_gunalign", "4", _("Left align")));
63 setDependent(e, "r_drawviewmodel", 1, 1);
64 me.TD(me, 1, 0.9, e = makeXonoticRadioButton(1, "cl_gunalign", "1", _("Center")));
65 setDependent(e, "r_drawviewmodel", 1, 1);
66 me.TD(me, 1, 1.0, e = makeXonoticRadioButton(1, "cl_gunalign", "3", _("Right align")));
67 setDependent(e, "r_drawviewmodel", 1, 1);
71 me.TD(me, 1, 2.8, e = makeXonoticCheckBox(0, "cl_followmodel", _("Gun model swaying")));
72 makeMulti(e, "cl_leanmodel");
73 setDependent(e, "r_drawviewmodel", 1, 1);
76 me.TD(me, 1, 2.8, e = makeXonoticCheckBox(0, "cl_bobmodel", _("Gun model bobbing")));
77 setDependent(e, "r_drawviewmodel", 1, 1);