#ifdef INTERFACE CLASS(VoretWeaponsDialog) EXTENDS(VoretDialog) METHOD(VoretWeaponsDialog, toString, string(entity)) METHOD(VoretWeaponsDialog, fill, void(entity)) METHOD(VoretWeaponsDialog, showNotify, void(entity)) ATTRIB(VoretWeaponsDialog, title, string, "Weapon & Crosshair settings") ATTRIB(VoretWeaponsDialog, color, vector, SKINCOLOR_DIALOG_WEAPONS) ATTRIB(VoretWeaponsDialog, intendedWidth, float, 0.5) ATTRIB(VoretWeaponsDialog, rows, float, 18) ATTRIB(VoretWeaponsDialog, columns, float, 4) ATTRIB(VoretWeaponsDialog, weaponsList, entity, NULL) ENDCLASS(VoretWeaponsDialog) #endif #ifdef IMPLEMENTATION void showNotifyVoretWeaponsDialog(entity me) { loadAllCvars(me); } string toStringVoretWeaponsDialog(entity me) { return me.weaponsList.toString(me.weaponsList); } void fillVoretWeaponsDialog(entity me) { entity e; float i; // Voretournament has one weapon by default, so disable the weapon priority list code /*me.TR(me); me.TD(me, 1, 4, makeVoretTextLabel(0, "Weapon priority list:")); me.TR(me); me.TDempty(me, 0.3); me.TD(me, 9, 3.75, e = me.weaponsList = makeVoretWeaponsList()); me.gotoRC(me, 10, 0); me.TDempty(me, 1.15); me.TD(me, 1, 1, e = makeVoretButton("Up", '0 0 0')); e.onClick = WeaponsList_MoveUp_Click; e.onClickEntity = me.weaponsList; me.TD(me, 1, 1, e = makeVoretButton("Down", '0 0 0')); e.onClick = WeaponsList_MoveDown_Click; e.onClickEntity = me.weaponsList; me.TR(me); me.TDempty(me, 0.3); me.TD(me, 1, 3, e = makeVoretCheckBox(0, "cl_weaponpriority_useforcycling", "Use priority list for weapon cycling")); me.TR(me); me.TDempty(me, 0.3); me.TD(me, 1, 3, e = makeVoretCheckBox(0, "cl_autoswitch", "Auto switch weapons on pickup"));*/ me.TR(me); me.TD(me, 1, 3, makeVoretTextLabel(0, "Weapon crosshair settings:")); me.TR(me); me.TDempty(me, 0.3); me.TD(me, 1, 1, e = makeVoretTextLabel(0, "Crosshair:")); for(i = 1; i <= 10; ++i) { me.TDNoMargin(me, 1, 2.5 / 10, e = makeVoretCrosshairButton(3, i), '1 1 0'); } me.TR(me); me.TDempty(me, 0.3); me.TDempty(me, 1); for(i = 11; i <= 20; ++i) { me.TDNoMargin(me, 1, 2.5 / 10, e = makeVoretCrosshairButton(3, i), '1 1 0'); } me.TR(me); me.TDempty(me, 0.3); me.TD(me, 1, 1.25, e = makeVoretTextLabel(0, "Crosshair Size:")); me.TD(me, 1, 2.5, e = makeVoretSlider(0.40, 2, 0.05, "crosshair_size")); me.TR(me); me.TDempty(me, 0.3); me.TD(me, 1, 1.25, e = makeVoretTextLabel(0, "Crosshair Alpha:")); me.TD(me, 1, 2.5, e = makeVoretSlider(0, 1, 0.01, "crosshair_color_alpha")); me.TR(me); me.TDempty(me, 0.3); me.TD(me, 1, 1.25, e = makeVoretTextLabel(0, "Crosshair Red:")); me.TD(me, 1, 2.5, e = makeVoretSlider(0, 1, 0.01, "crosshair_color_red")); me.TR(me); me.TDempty(me, 0.3); me.TD(me, 1, 1.25, e = makeVoretTextLabel(0, "Crosshair Green:")); me.TD(me, 1, 2.5, e = makeVoretSlider(0, 1, 0.01, "crosshair_color_green")); me.TR(me); me.TDempty(me, 0.3); me.TD(me, 1, 1.25, e = makeVoretTextLabel(0, "Crosshair Blue:")); me.TD(me, 1, 2.5, e = makeVoretSlider(0, 1, 0.01, "crosshair_color_blue")); me.TR(me); me.TR(me); me.TDempty(me, 0.3); me.TD(me, 1, 1, e = makeVoretTextLabel(0, "Hit test:")); me.TD(me, 1, 2.5/3, e = makeVoretRadioButton(2, "crosshair_hittest", "0", "None")); me.TD(me, 1, 2.5/3, e = makeVoretRadioButton(2, "crosshair_hittest", "1", "TrueAim")); me.TD(me, 1, 2.5/3, e = makeVoretRadioButton(2, "crosshair_hittest", "1.25", "Enemies")); me.TR(me); me.TDempty(me, 0.3); me.TD(me, 1, 2, e = makeVoretCheckBoxEx(0.5, 0, "crosshair_pickup", "Crosshair pickup effect")); me.TR(me); me.TDempty(me, 0.3); me.TD(me, 1, 2, e = makeVoretCheckBoxEx(0.5, 0, "crosshair_ring_alpha", "Crosshair ammo ring")); me.TR(me); me.TDempty(me, 0.3); me.TD(me, 1, 2, e = makeVoretCheckBox(0, "crosshair_swallowindicator", "Crosshair swallow indicator")); me.TR(me); me.TR(me); me.TD(me, 1, 3, makeVoretTextLabel(0, "Weapon model & view settings:")); me.TR(me); me.TDempty(me, 0.3); me.TD(me, 1, 3, e = makeVoretCheckBox(0, "r_drawviewmodel", "Draw 1st person weapon model")); me.TR(me); me.TDempty(me, 0.6); me.TD(me, 1, 2, e = makeVoretRadioButton(1, "cl_gunalign", "4", "Left align")); setDependent(e, "r_drawviewmodel", 1, 1); me.TD(me, 1, 1, e = makeVoretRadioButton(1, "cl_gunalign", "3", "Right align")); setDependent(e, "r_drawviewmodel", 1, 1); me.gotoRC(me, me.rows - 1, 0); me.TD(me, 1, me.columns, e = makeVoretButton("OK", '0 0 0')); e.onClick = Dialog_Close; e.onClickEntity = me; } #endif