#define DIALOG_SETTINGS_GAME_WEAPONS_H
#include "tab.qc"
CLASS(XonoticGameWeaponsSettingsTab, XonoticTab)
- METHOD(XonoticGameWeaponsSettingsTab, fill, void(entity))
- METHOD(XonoticGameWeaponsSettingsTab, showNotify, void(entity))
+ METHOD(XonoticGameWeaponsSettingsTab, fill, void(entity));
+ METHOD(XonoticGameWeaponsSettingsTab, showNotify, void(entity));
+ ATTRIB(XonoticGameWeaponsSettingsTab, title, string, _("Weapons"))
ATTRIB(XonoticGameWeaponsSettingsTab, intendedWidth, float, 0.9)
ATTRIB(XonoticGameWeaponsSettingsTab, rows, float, 13)
ATTRIB(XonoticGameWeaponsSettingsTab, columns, float, 6)
ATTRIB(XonoticGameWeaponsSettingsTab, weaponsList, entity, NULL)
ENDCLASS(XonoticGameWeaponsSettingsTab)
entity makeXonoticGameWeaponsSettingsTab();
+#include "../gamesettings.qh"
+REGISTER_SETTINGS(Weapons, makeXonoticGameWeaponsSettingsTab());
#endif
#ifdef IMPLEMENTATION
me.TR(me);
me.TDempty(me, 0.25);
- me.TD(me, 1, 2.5, e = makeXonoticHeaderLabel(_("Weapon Priority List")));
+ me.TD(me, 1, 2.5, e = makeXonoticHeaderLabel(_("Weapon Priority List (* = mutator weapon)")));
me.TR(me);
me.TDempty(me, 0.25);
me.TD(me, 10, 2.5, e = me.weaponsList = makeXonoticWeaponsList());