METHOD(VoretWeaponsDialog, showNotify, void(entity))\r
ATTRIB(VoretWeaponsDialog, title, string, "Weapon & Crosshair settings")\r
ATTRIB(VoretWeaponsDialog, color, vector, SKINCOLOR_DIALOG_WEAPONS)\r
- ATTRIB(VoretWeaponsDialog, intendedWidth, float, 0.95)\r
+ ATTRIB(VoretWeaponsDialog, intendedWidth, float, 0.5)\r
ATTRIB(VoretWeaponsDialog, rows, float, 17)\r
- ATTRIB(VoretWeaponsDialog, columns, float, 8)\r
+ ATTRIB(VoretWeaponsDialog, columns, float, 4)\r
ATTRIB(VoretWeaponsDialog, weaponsList, entity, NULL)\r
ENDCLASS(VoretWeaponsDialog)\r
#endif\r
e.onClickEntity = me.weaponsList;\r
me.TR(me);\r
me.TDempty(me, 0.3);\r
- me.TD(me, 1, 3, e = makeVoretCheckBox(0, "cl_weaponpriority_useforcycling", "Use priority list for weapon cycling"));*/\r
- /*me.TR(me);\r
- me.TDempty(me, 0.3);\r
- me.TD(me, 1, 3, e = makeVoretCheckBox(0, "cl_autoswitch", "Auto switch weapons on pickup"));*/\r
+ me.TD(me, 1, 3, e = makeVoretCheckBox(0, "cl_weaponpriority_useforcycling", "Use priority list for weapon cycling"));\r
me.TR(me);\r
me.TDempty(me, 0.3);\r
- me.TD(me, 1, 3, e = makeVoretCheckBox(0, "r_drawviewmodel", "Draw 1st person weapon model"));\r
- me.TR(me);\r
- me.TDempty(me, 0.6);\r
- me.TD(me, 1, 2, e = makeVoretRadioButton(1, "cl_gunalign", "4", "Left align"));\r
- setDependent(e, "r_drawviewmodel", 1, 1);\r
- me.TD(me, 1, 1, e = makeVoretRadioButton(1, "cl_gunalign", "3", "Right align"));\r
- setDependent(e, "r_drawviewmodel", 1, 1);\r
- me.TR(me);\r
- me.TDempty(me, 0.3);\r
- me.TD(me, 1, 3, e = makeVoretCheckBox(0, "v_flipped", "Flip view horizontally"));\r
+ me.TD(me, 1, 3, e = makeVoretCheckBox(0, "cl_autoswitch", "Auto switch weapons on pickup"));*/\r
\r
- me.gotoRC(me, 0, 4); me.setFirstColumn(me, me.currentColumn);\r
+ me.TR(me);\r
me.TD(me, 1, 3, makeVoretTextLabel(0, "Weapon crosshair settings:"));\r
me.TR(me);\r
me.TDempty(me, 0.3);\r
me.TD(me, 1, 2.5/3, e = makeVoretRadioButton(2, "crosshair_hittest", "0", "None"));\r
me.TD(me, 1, 2.5/3, e = makeVoretRadioButton(2, "crosshair_hittest", "1", "TrueAim"));\r
me.TD(me, 1, 2.5/3, e = makeVoretRadioButton(2, "crosshair_hittest", "1.25", "Enemies"));\r
+ me.TR(me);\r
+ me.TDempty(me, 0.3);\r
+ me.TD(me, 1, 2, e = makeVoretCheckBoxEx(0.5, 0, "crosshair_ring_alpha", "Crosshair ammo ring"));\r
+ me.TR(me);\r
+ me.TDempty(me, 0.3);\r
+ me.TD(me, 1, 2, e = makeVoretCheckBox(0, "crosshair_swallowindicator", "Crosshair swallow indicator"));\r
+\r
+ me.TR(me);\r
+ me.TR(me);\r
+ me.TD(me, 1, 3, makeVoretTextLabel(0, "Weapon model & view settings:"));\r
+ me.TR(me);\r
+ me.TDempty(me, 0.3);\r
+ me.TD(me, 1, 3, e = makeVoretCheckBox(0, "r_drawviewmodel", "Draw 1st person weapon model"));\r
+ me.TR(me);\r
+ me.TDempty(me, 0.6);\r
+ me.TD(me, 1, 2, e = makeVoretRadioButton(1, "cl_gunalign", "4", "Left align"));\r
+ setDependent(e, "r_drawviewmodel", 1, 1);\r
+ me.TD(me, 1, 1, e = makeVoretRadioButton(1, "cl_gunalign", "3", "Right align"));\r
+ setDependent(e, "r_drawviewmodel", 1, 1);\r
+ me.TR(me);\r
+ me.TDempty(me, 0.3);\r
+ me.TD(me, 1, 3, e = makeVoretCheckBox(0, "v_flipped", "Flip view horizontally"));\r
\r
me.gotoRC(me, me.rows - 1, 0);\r
me.TD(me, 1, me.columns, e = makeVoretButton("OK", '0 0 0'));\r