me.TR(me);
me.TD(me, 1, 3.0, box = makeXonoticInputBox(1, "_cl_name"));
box.forbiddenCharacters = "\r\n\\\"$"; // don't care, isn't getting saved
- box.maxLength = 63;
+ box.maxLength = -63; // negativ means encoded length in bytes
label.textEntity = box;
me.TR(me);
me.TD(me, 5, 1, e = makeXonoticColorpicker(box));
me.gotoRC(me, 0, 3.5); me.setFirstColumn(me, me.currentColumn);
me.TD(me, 1, 1, e = makeXonoticTextLabel(0, "Field of view:"));
me.TD(me, 1, 2, e = makeXonoticSlider(60, 130, 1, "fov"));
- me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, "Damage kick:"));
- me.TD(me, 1, 2, e = makeXonoticSlider(0, 0.5, 0.05, "v_kicktime"));
me.TR(me);
sl = makeXonoticSlider(0.45, 0.75, 0.01, "cl_bobcycle");
me.TD(me, 1, 1, e = makeXonoticSliderCheckBox(0, 1, sl, "View bobbing:"));
me.TD(me, 1, 1, e = makeXonoticTextLabel(0, "Crosshair:"));
me.TD(me, 1, 2, e = makeXonoticCheckBox(0, "crosshair_per_weapon", "Per weapon"));
me.TR(me);
- me.TDempty(me, 0.5);
+ me.TDempty(me, 0.2);
for(i = 1; i <= 10; ++i) {
me.TDNoMargin(me, 1, 2 / 10, e = makeXonoticCrosshairButton(3, i), '1 1 0');
setDependent(e, "crosshair_per_weapon", 0, 0);
}
+ // show a larger preview of the selected crosshair
+ me.TDempty(me, 0.2);
+ me.TDNoMargin(me, 2, 2 / 5, e = makeXonoticCrosshairButton(4, -1), '1 1 0'); // crosshair -1 makes this a preview
+ setDependent(e, "crosshair_per_weapon", 0, 0);
me.TR(me);
- me.TDempty(me, 0.5);
+ me.TDempty(me, 0.2);
for(i = 11; i <= 20; ++i) {
me.TDNoMargin(me, 1, 2 / 10, e = makeXonoticCrosshairButton(3, i), '1 1 0');
setDependent(e, "crosshair_per_weapon", 0, 0);
me.TDempty(me, 0.3);
me.TD(me, 1, 0.7, e = makeXonoticCheckBox(0, "crosshair_color_per_weapon", "Per weapon"));
me.TR(me);
- me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "crosshair_dot", "Enable centered dot"));
+ me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "crosshair_dot", "Enable center dot"));
me.TR(me);
me.TDempty(me, 0.2);
me.TD(me, 1, 0.5, e = makeXonoticTextLabel(0, "Size:"));
setDependent(e, "crosshair_dot", 1, 1);
me.TR(me);
me.TD(me, 1, 1, e = makeXonoticTextLabel(0, "Hit test:"));
- me.TD(me, 1, 2/3, e = makeXonoticRadioButton(1, "crosshair_hittest", "0", "None"));
- me.TD(me, 1, 2/3, e = makeXonoticRadioButton(1, "crosshair_hittest", "1", "TrueAim"));
- me.TD(me, 1, 2/3, e = makeXonoticRadioButton(1, "crosshair_hittest", "1.25", "Enemies"));
- me.TR(me);
+ me.TD(me, 1, 2/3, e = makeXonoticRadioButton(5, "crosshair_hittest", "0", "None"));
+ me.TD(me, 1, 2/3, e = makeXonoticRadioButton(5, "crosshair_hittest", "1", "TrueAim"));
+ me.TD(me, 1, 2/3, e = makeXonoticRadioButton(5, "crosshair_hittest", "1.25", "Enemies"));
me.TR(me);
me.TDempty(me, 0.4);
me.TD(me, 1, 2.2, e = makeXonoticButton("Waypoints setup...", '0 0 0'));
e.onClickEntity = me;
me.TDempty(me, 0.5);
me.TR(me);
+ me.TR(me);
#ifdef ALLOW_FORCEMODELS
me.TD(me, 1, 1, e = makeXonoticTextLabel(0, "Force models:"));
- me.TD(me, 1, 2/3, e = makeXonoticRadioButton(2, string_null, string_null, "None"));
- me.TD(me, 1, 2/3, e = makeXonoticRadioButton(2, "cl_forceplayermodelsfromxonotic", string_null, "Custom"));
- me.TD(me, 1, 2/3, e = makeXonoticRadioButton(2, "cl_forceplayermodels", string_null, "All"));
+ me.TD(me, 1, 2/3, e = makeXonoticRadioButton(6, string_null, string_null, "None"));
+ me.TD(me, 1, 2/3, e = makeXonoticRadioButton(6, "cl_forceplayermodelsfromxonotic", string_null, "Custom"));
+ me.TD(me, 1, 2/3, e = makeXonoticRadioButton(6, "cl_forceplayermodels", string_null, "All"));
#endif
me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_gentle", "Disable gore effects"));
me.TR(me);
e.addValue(e, "Lots", "0");
e.configureXonoticTextSliderValues(e);
setDependent(e, "cl_gentle", 0, 0);
+ me.TR(me);
+ me.TD(me, 1, 1, e = makeXonoticTextLabel(0, "Damage splash:"));
+ me.TD(me, 1, 2, e = makeXonoticSlider(0, 1, 0.05, "hud_damage"));
me.gotoRC(me, me.rows - 1, 0);
me.TD(me, 1, me.columns, makeXonoticCommandButton("Apply immediately", '0 0 0', "color -1 -1;name \"$_cl_name\";cl_cmd sendcvar cl_weaponpriority;sendcvar cl_zoomfactor;sendcvar cl_zoomspeed;sendcvar cl_autoswitch;sendcvar cl_shownames;sendcvar cl_forceplayermodelsfromxonotic;sendcvar cl_forceplayermodels;playermodel $_cl_playermodel;playerskin $_cl_playerskin", COMMANDBUTTON_APPLY));