2 CLASS(VoretWeaponsDialog) EXTENDS(VoretDialog)
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3 METHOD(VoretWeaponsDialog, toString, string(entity))
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4 METHOD(VoretWeaponsDialog, fill, void(entity))
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5 METHOD(VoretWeaponsDialog, showNotify, void(entity))
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6 ATTRIB(VoretWeaponsDialog, title, string, "Weapon & Crosshair settings")
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7 ATTRIB(VoretWeaponsDialog, color, vector, SKINCOLOR_DIALOG_WEAPONS)
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8 ATTRIB(VoretWeaponsDialog, intendedWidth, float, 0.5)
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9 ATTRIB(VoretWeaponsDialog, rows, float, 15)
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10 ATTRIB(VoretWeaponsDialog, columns, float, 4)
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11 ATTRIB(VoretWeaponsDialog, weaponsList, entity, NULL)
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12 ENDCLASS(VoretWeaponsDialog)
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15 #ifdef IMPLEMENTATION
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16 void showNotifyVoretWeaponsDialog(entity me)
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20 string toStringVoretWeaponsDialog(entity me)
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22 return me.weaponsList.toString(me.weaponsList);
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24 void fillVoretWeaponsDialog(entity me)
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29 // Voretournament has one weapon by default, so disable the weapon priority list code
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31 me.TD(me, 1, 4, makeVoretTextLabel(0, "Weapon priority list:"));
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33 me.TDempty(me, 0.3);
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34 me.TD(me, 9, 3.75, e = me.weaponsList = makeVoretWeaponsList());
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35 me.gotoRC(me, 10, 0);
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36 me.TDempty(me, 1.15);
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37 me.TD(me, 1, 1, e = makeVoretButton("Up", '0 0 0'));
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38 e.onClick = WeaponsList_MoveUp_Click;
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39 e.onClickEntity = me.weaponsList;
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40 me.TD(me, 1, 1, e = makeVoretButton("Down", '0 0 0'));
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41 e.onClick = WeaponsList_MoveDown_Click;
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42 e.onClickEntity = me.weaponsList;
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44 me.TDempty(me, 0.3);
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45 me.TD(me, 1, 3, e = makeVoretCheckBox(0, "cl_weaponpriority_useforcycling", "Use priority list for weapon cycling"));*/
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47 me.TDempty(me, 0.3);
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48 me.TD(me, 1, 3, e = makeVoretCheckBox(0, "cl_autoswitch", "Auto switch weapons on pickup"));*/
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50 me.TD(me, 1, 3, makeVoretTextLabel(0, "Weapon crosshair settings:"));
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52 me.TDempty(me, 0.3);
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53 me.TD(me, 1, 1, e = makeVoretTextLabel(0, "Crosshair:"));
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54 for(i = 1; i <= 10; ++i) {
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55 me.TDNoMargin(me, 1, 2.5 / 10, e = makeVoretCrosshairButton(3, i), '1 1 0');
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58 me.TDempty(me, 0.3);
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60 for(i = 11; i <= 20; ++i) {
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61 me.TDNoMargin(me, 1, 2.5 / 10, e = makeVoretCrosshairButton(3, i), '1 1 0');
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64 me.TDempty(me, 0.3);
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65 me.TD(me, 1, 1.25, e = makeVoretTextLabel(0, "Crosshair Size:"));
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66 me.TD(me, 1, 2.5, e = makeVoretSlider(0.40, 2, 0.05, "crosshair_size"));
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68 me.TDempty(me, 0.3);
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69 me.TD(me, 1, 1.25, e = makeVoretTextLabel(0, "Crosshair Alpha:"));
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70 me.TD(me, 1, 2.5, e = makeVoretSlider(0, 1, 0.01, "crosshair_color_alpha"));
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72 me.TDempty(me, 0.3);
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73 me.TD(me, 1, 1.25, e = makeVoretTextLabel(0, "Crosshair Red:"));
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74 me.TD(me, 1, 2.5, e = makeVoretSlider(0, 1, 0.01, "crosshair_color_red"));
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76 me.TDempty(me, 0.3);
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77 me.TD(me, 1, 1.25, e = makeVoretTextLabel(0, "Crosshair Green:"));
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78 me.TD(me, 1, 2.5, e = makeVoretSlider(0, 1, 0.01, "crosshair_color_green"));
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80 me.TDempty(me, 0.3);
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81 me.TD(me, 1, 1.25, e = makeVoretTextLabel(0, "Crosshair Blue:"));
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82 me.TD(me, 1, 2.5, e = makeVoretSlider(0, 1, 0.01, "crosshair_color_blue"));
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84 me.TDempty(me, 0.3);
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85 me.TD(me, 1, 1, e = makeVoretTextLabel(0, "Hit test:"));
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86 me.TD(me, 1, 2.5/3, e = makeVoretRadioButton(2, "crosshair_hittest", "0", "None"));
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87 me.TD(me, 1, 2.5/3, e = makeVoretRadioButton(2, "crosshair_hittest", "1", "TrueAim"));
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88 me.TD(me, 1, 2.5/3, e = makeVoretRadioButton(2, "crosshair_hittest", "1.25", "Enemies"));
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92 me.TD(me, 1, 3, makeVoretTextLabel(0, "Weapon model & view settings:"));
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94 me.TDempty(me, 0.3);
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95 me.TD(me, 1, 3, e = makeVoretCheckBox(0, "r_drawviewmodel", "Draw 1st person weapon model"));
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97 me.TDempty(me, 0.6);
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98 me.TD(me, 1, 2, e = makeVoretRadioButton(1, "cl_gunalign", "4", "Left align"));
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99 setDependent(e, "r_drawviewmodel", 1, 1);
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100 me.TD(me, 1, 1, e = makeVoretRadioButton(1, "cl_gunalign", "3", "Right align"));
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101 setDependent(e, "r_drawviewmodel", 1, 1);
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103 me.TDempty(me, 0.3);
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104 me.TD(me, 1, 3, e = makeVoretCheckBox(0, "v_flipped", "Flip view horizontally"));
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106 me.gotoRC(me, me.rows - 1, 0);
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107 me.TD(me, 1, me.columns, e = makeVoretButton("OK", '0 0 0'));
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108 e.onClick = Dialog_Close;
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109 e.onClickEntity = me;
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