X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fmenu%2Fxonotic%2Fdialog_settings_game_weapons.qc;h=410bddd09a705c1ca986f581605f7d4fdec93928;hb=9dd43f196ca7bc0979f94a0fb0f87cdd82a951c7;hp=aab91c74845a28822ebf4a2ea4d1115c7d53bb53;hpb=c67e77ba36fb8dd44b39722e41943b6671b549ff;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 aab91c748..410bddd09 100644 --- a/qcsrc/menu/xonotic/dialog_settings_game_weapons.qc +++ b/qcsrc/menu/xonotic/dialog_settings_game_weapons.qc @@ -4,12 +4,15 @@ CLASS(XonoticGameWeaponsSettingsTab, XonoticTab) 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 @@ -31,7 +34,7 @@ void XonoticGameWeaponsSettingsTab_fill(entity me) 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()); @@ -44,29 +47,35 @@ void XonoticGameWeaponsSettingsTab_fill(entity me) e.onClickEntity = me.weaponsList; 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"))); 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"))); 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);