X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fmenu%2Fxonotic%2Fdialog_settings_game_weapons.qc;h=1d75ecb49b39b0b2ba58293137c3d88051e53b32;hb=2f215c603bf1b4dd44b9d166180f535c88602e9f;hp=573f139a9adfb6fa934dedfa1c6d9e3e7778967f;hpb=5f9a104fb3f5ef5f8a68d671425290ea8a6f9843;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/menu/xonotic/dialog_settings_game_weapons.qc b/qcsrc/menu/xonotic/dialog_settings_game_weapons.qc index 573f139a9..1d75ecb49 100644 --- a/qcsrc/menu/xonotic/dialog_settings_game_weapons.qc +++ b/qcsrc/menu/xonotic/dialog_settings_game_weapons.qc @@ -1,20 +1,12 @@ -#ifndef DIALOG_SETTINGS_GAME_WEAPONS_H -#define DIALOG_SETTINGS_GAME_WEAPONS_H -#include "tab.qc" -CLASS(XonoticGameWeaponsSettingsTab, XonoticTab) - //METHOD(XonoticGameWeaponsSettingsTab, toString, string(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(); -#endif +#include "dialog_settings_game_weapons.qh" + +#include "weaponslist.qh" +#include "commandbutton.qh" +#include "textlabel.qh" +#include "checkbox.qh" +#include "button.qh" +#include "radiobutton.qh" -#ifdef IMPLEMENTATION void XonoticGameWeaponsSettingsTab_showNotify(entity me) { loadAllCvars(me); @@ -30,50 +22,68 @@ entity makeXonoticGameWeaponsSettingsTab() void XonoticGameWeaponsSettingsTab_fill(entity me) { entity e; + entity weaponsApplyButton = makeXonoticCommandButton(_("Apply immediately"), '0 0 0', + "sendcvar cl_autoswitch;" + "sendcvar cl_weaponpriority;" + "sendcvar cl_weaponimpulsemode;" + , COMMANDBUTTON_APPLY); + weaponsApplyButton.disableOnClick = true; 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()); - me.gotoRC(me, 11, 0.25); + me.TD(me, 9, 2.5, e = me.weaponsList = makeXonoticWeaponsList()); + e.applyButton = weaponsApplyButton; + me.gotoRC(me, 10, 0.25); me.TD(me, 1, 1.25, e = makeXonoticButton(_("Up"), '0 0 0')); e.onClick = WeaponsList_MoveUp_Click; e.onClickEntity = me.weaponsList; + e.applyButton = weaponsApplyButton; me.TD(me, 1, 1.25, e = makeXonoticButton(_("Down"), '0 0 0')); e.onClick = WeaponsList_MoveDown_Click; e.onClickEntity = me.weaponsList; + e.applyButton = weaponsApplyButton; me.gotoRC(me, 0, 3); me.setFirstColumn(me, me.currentColumn); - me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_weaponpriority_useforcycling", _("Use priority list for weapon cycling"))); + me.TD(me, 1, 3, e = makeXonoticCheckBox_T(0, "cl_weaponpriority_useforcycling", _("Use priority list for weapon cycling"), + _("Make use of the list above when cycling through weapons with the mouse wheel"))); me.TR(me); me.TD(me, 1, 3, e = makeXonoticCheckBox(1, "cl_weaponimpulsemode", _("Cycle through only usable weapon selections"))); + e.applyButton = weaponsApplyButton; me.TR(me); me.TR(me); - me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_autoswitch", _("Auto switch weapons on pickup"))); + me.TD(me, 1, 3, e = makeXonoticCheckBox_T(0, "cl_autoswitch", _("Auto switch weapons on pickup"), + _("Automatically switch to newly picked up weapons if they are better than what you are carrying"))); + e.applyButton = weaponsApplyButton; me.TR(me); me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_unpress_attack_on_weapon_switch", _("Release attack buttons when you switch weapons"))); me.TR(me); me.TR(me); - me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "r_drawviewmodel", _("Draw 1st person weapon model"))); + me.TD(me, 1, 3, e = makeXonoticCheckBox_T(0, "r_drawviewmodel", _("Draw 1st person weapon model"), + _("Draw the weapon model"))); me.TR(me); me.TDempty(me, 0.2); - me.TD(me, 1, 0.9, e = makeXonoticRadioButton(1, "cl_gunalign", "4", _("Left align"))); + me.TD(me, 1, 0.9, e = makeXonoticRadioButton_T(1, "cl_gunalign", "4", _("Left align"), + _("Position of the weapon model; requires reconnect"))); setDependent(e, "r_drawviewmodel", 1, 1); - me.TD(me, 1, 0.9, e = makeXonoticRadioButton(1, "cl_gunalign", "1", _("Center"))); + me.TD(me, 1, 0.9, e = makeXonoticRadioButton_T(1, "cl_gunalign", "1", _("Center"), + _("Position of the weapon model; requires reconnect"))); setDependent(e, "r_drawviewmodel", 1, 1); - me.TD(me, 1, 1.0, e = makeXonoticRadioButton(1, "cl_gunalign", "3", _("Right align"))); + me.TD(me, 1, 1.0, e = makeXonoticRadioButton_T(1, "cl_gunalign", "3", _("Right align"), + _("Position of the weapon model; requires reconnect"))); setDependent(e, "r_drawviewmodel", 1, 1); me.TR(me); me.TR(me); me.TDempty(me, 0.2); - me.TD(me, 1, 2.8, e = makeXonoticCheckBox(0, "cl_followmodel", _("Gun model swaying"))); + me.TD(me, 1, 2.8, e = makeXonoticCheckBox_T(0, "cl_followmodel", _("Gun model swaying"), "-")); makeMulti(e, "cl_leanmodel"); setDependent(e, "r_drawviewmodel", 1, 1); me.TR(me); me.TDempty(me, 0.2); me.TD(me, 1, 2.8, e = makeXonoticCheckBox(0, "cl_bobmodel", _("Gun model bobbing"))); setDependent(e, "r_drawviewmodel", 1, 1); + me.gotoRC(me, me.rows - 1, 0); me.setFirstColumn(me, me.currentColumn); + me.TD(me, 1, me.columns, weaponsApplyButton); } -#endif