ATTRIB(XonoticPlayerSettingsTab, playerNameLabelAlpha, float, 0)
ENDCLASS(XonoticPlayerSettingsTab)
entity makeXonoticPlayerSettingsTab();
-
-void HUDSetup_Join_Click(entity me, entity btn);
#endif
#ifdef IMPLEMENTATION
-
entity makeXonoticPlayerSettingsTab()
{
entity me;
}
void XonoticPlayerSettingsTab_fill(entity me)
{
- entity e, pms, sl, label, e0, box;
+ entity e, pms, label, box;
float i, r, m, n;
me.TR(me);
me.TD(me, 1, 0.3, e = makeXonoticButton("<<", '0 0 0'));
e.onClick = PlayerModelSelector_Prev_Click;
e.onClickEntity = pms;
- me.TD(me, me.rows - (me.currentRow + 3), 1.8, pms);
+ me.TD(me, me.rows - (me.currentRow + 2), 1.8, pms);
me.TD(me, 1, 0.3, e = makeXonoticButton(">>", '0 0 0'));
e.onClick = PlayerModelSelector_Next_Click;
e.onClickEntity = pms;
me.TR(me);
r = me.currentRow;
- m = me.rows - (r + 4);
+ m = me.rows - (r + 3);
n = 16 - !cvar("developer");
m = m / (n - 1);
for(i = 0; i < n; ++i)
setDependent(e, "crosshair_enabled", 1, 2);
me.TR(me);
me.TDempty(me, 0.1);
- me.TD(me, 1, 0.8, e = makeXonoticRadioButton(5, string_null, string_null, _("Custom")));
+ me.TD(me, 1, 0.9, e = makeXonoticRadioButton(5, string_null, string_null, _("Custom")));
setDependent(e, "crosshair_enabled", 1, 2);
me.TD(me, 2, 2, e = makeXonoticColorpickerString("crosshair_color", "crosshair_color"));
setDependentAND3(e, "crosshair_color_per_weapon", 0, 0, "crosshair_color_by_health", 0, 0, "crosshair_enabled", 1, 2);
me.TR(me);
me.TDempty(me, 0.5);
me.TD(me, 1, 2, e = makeXonoticButton(_("Other crosshair settings"), '0 0 0'));
- e.onClick = HUDSetup_Join_Click;
- e.onClickEntity = me;
+ e.onClick = DialogOpenButton_Click;
+ e.onClickEntity = main.crosshairDialog;
setDependent(e, "crosshair_enabled", 1, 2);
// TODO: show status of crosshair dot and hittest and pickups and such here with text
me.TR(me);
me.TR(me);
me.TDempty(me, 0.5);
me.TD(me, 1, 2, e = makeXonoticButton(_("Model settings"), '0 0 0'));
- e.onClick = HUDSetup_Join_Click;
- e.onClickEntity = me;
+ e.onClick = DialogOpenButton_Click;
+ e.onClickEntity = main.modelDialog;
// TODO: show csqc model settings like forcemyplayer and deglowing/ghosting bodies with text here
me.TR(me);
me.TDempty(me, 0.5);
me.TD(me, 1, 2, e = makeXonoticButton(_("Weapon settings"), '0 0 0'));
e.onClick = DialogOpenButton_Click;
e.onClickEntity = main.weaponsDialog;
- // I don't really think this is useful, and especially it doesn't look very clean...
+ // I don't really think this is useful as is, and especially it doesn't look very clean...
// In the future, if ALL of these buttons had some information, then it would be justified/clean
//me.TD(me, 1, 1, e0 = makeXonoticTextLabel(0, string_null));
// e0.textEntity = main.weaponsDialog;
me.TR(me);
me.TDempty(me, 0.5);
me.TD(me, 1, 2, e = makeXonoticButton(_("HUD settings"), '0 0 0'));
- if not(gamestatus & (GAME_CONNECTED | GAME_ISSERVER))
- {
e.onClick = DialogOpenButton_Click;
- e.onClickEntity = main.weaponsDialog;
- }
- else
- {
- e.onClick = HUDSetup_Join_Click;
- e.onClickEntity = me;
- }
+ e.onClickEntity = main.hudDialog;
// TODO: show hud config name with text here
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_forceplayermodelsfromxonotic;sendcvar cl_forceplayermodels;playermodel $_cl_playermodel;playerskin $_cl_playerskin", COMMANDBUTTON_APPLY));
-}
-void HUDSetup_Join_Click(entity me, entity btn)
-{
- if not(gamestatus & (GAME_CONNECTED | GAME_ISSERVER))
- {
- localcmd("map hudsetup/hudsetup", "\n");
- }
- else
- localcmd("togglemenu 0\n");
- localcmd("_hud_configure 1", "\n");
+ me.TD(me, 1, me.columns, makeXonoticCommandButton(_("Apply immediately"), '0 0 0', "color -1 -1;name \"$_cl_name\";sendcvar cl_weaponpriority;sendcvar cl_autoswitch;sendcvar cl_forceplayermodels;sendcvar cl_forceplayermodelsfromxonotic;playermodel $_cl_playermodel;playerskin $_cl_playerskin", COMMANDBUTTON_APPLY));
}
#endif