1 #ifndef DIALOG_SETTINGS_GAME_WEAPONS_H
2 #define DIALOG_SETTINGS_GAME_WEAPONS_H
4 CLASS(XonoticGameWeaponsSettingsTab, XonoticTab)
5 METHOD(XonoticGameWeaponsSettingsTab, fill, void(entity));
6 METHOD(XonoticGameWeaponsSettingsTab, showNotify, void(entity));
7 ATTRIB(XonoticGameWeaponsSettingsTab, title, string, _("Weapons"))
8 ATTRIB(XonoticGameWeaponsSettingsTab, intendedWidth, float, 0.9)
9 ATTRIB(XonoticGameWeaponsSettingsTab, rows, float, 15.5)
10 ATTRIB(XonoticGameWeaponsSettingsTab, columns, float, 6)
11 ATTRIB(XonoticGameWeaponsSettingsTab, weaponsList, entity, NULL)
12 ENDCLASS(XonoticGameWeaponsSettingsTab)
13 entity makeXonoticGameWeaponsSettingsTab();
14 #include "../gamesettings.qh"
15 REGISTER_SETTINGS(Weapons, makeXonoticGameWeaponsSettingsTab());
19 void XonoticGameWeaponsSettingsTab_showNotify(entity me)
23 entity makeXonoticGameWeaponsSettingsTab()
26 me = NEW(XonoticGameWeaponsSettingsTab);
27 me.configureDialog(me);
31 void XonoticGameWeaponsSettingsTab_fill(entity me)
37 me.TD(me, 1, 2.5, e = makeXonoticHeaderLabel(_("Weapon Priority List (* = mutator weapon)")));
40 me.TD(me, 10, 2.5, e = me.weaponsList = makeXonoticWeaponsList());
41 me.gotoRC(me, 11, 0.25);
42 me.TD(me, 1, 1.25, e = makeXonoticButton(_("Up"), '0 0 0'));
43 e.onClick = WeaponsList_MoveUp_Click;
44 e.onClickEntity = me.weaponsList;
45 me.TD(me, 1, 1.25, e = makeXonoticButton(_("Down"), '0 0 0'));
46 e.onClick = WeaponsList_MoveDown_Click;
47 e.onClickEntity = me.weaponsList;
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")));
56 me.TD(me, 1, 3, e = makeXonoticCheckBox_T(0, "cl_autoswitch", _("Auto switch weapons on pickup"),
57 _("Automatically switch to newly picked up weapons if they are better than what you are carrying")));
59 me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_unpress_attack_on_weapon_switch", _("Release attack buttons when you switch weapons")));
62 me.TD(me, 1, 3, e = makeXonoticCheckBox_T(0, "r_drawviewmodel", _("Draw 1st person weapon model"),
63 _("Draw the weapon model")));
66 me.TD(me, 1, 0.9, e = makeXonoticRadioButton_T(1, "cl_gunalign", "4", _("Left align"),
67 _("Position of the weapon model; requires reconnect")));
68 setDependent(e, "r_drawviewmodel", 1, 1);
69 me.TD(me, 1, 0.9, e = makeXonoticRadioButton_T(1, "cl_gunalign", "1", _("Center"),
70 _("Position of the weapon model; requires reconnect")));
71 setDependent(e, "r_drawviewmodel", 1, 1);
72 me.TD(me, 1, 1.0, e = makeXonoticRadioButton_T(1, "cl_gunalign", "3", _("Right align"),
73 _("Position of the weapon model; requires reconnect")));
74 setDependent(e, "r_drawviewmodel", 1, 1);
78 me.TD(me, 1, 2.8, e = makeXonoticCheckBox_T(0, "cl_followmodel", _("Gun model swaying"), "-"));
79 makeMulti(e, "cl_leanmodel");
80 setDependent(e, "r_drawviewmodel", 1, 1);
83 me.TD(me, 1, 2.8, e = makeXonoticCheckBox(0, "cl_bobmodel", _("Gun model bobbing")));
84 setDependent(e, "r_drawviewmodel", 1, 1);