METHOD(VoretEffectsSettingsTab, fill, void(entity))\r
ATTRIB(VoretEffectsSettingsTab, title, string, "Effects")\r
ATTRIB(VoretEffectsSettingsTab, intendedWidth, float, 0.9)\r
- ATTRIB(VoretEffectsSettingsTab, rows, float, 20)\r
+ ATTRIB(VoretEffectsSettingsTab, rows, float, 19)\r
ATTRIB(VoretEffectsSettingsTab, columns, float, 6.5)\r
ENDCLASS(VoretEffectsSettingsTab)\r
entity makeVoretEffectsSettingsTab();\r
e.savedValue = 0.5; // default\r
me.TD(me, 1, 2, s);\r
me.TR(me);\r
- me.TD(me, 1, 2, e = makeVoretCheckBox(0, "hud_damage", "Damage & Water blur"));\r
- me.TD(me, 1, 1, e = makeVoretCheckBox(0, "hud_powerup", "Sharpening"));\r
- me.TR(me);\r
- me.TDempty(me, 0.2);\r
- me.TD(me, 1, 1, e = makeVoretTextLabel(0, "* damage blur requires 'screen splashes'"));\r
- \r
+ me.TD(me, 1, 2, e = makeVoretCheckBoxEx(0.5, 0, "hud_postprocessing_maxbluralpha", "Screen blur"));\r
+ me.TD(me, 1, 1, e = makeVoretCheckBoxEx(0.5, 0, "hud_powerup", "Sharpening"));\r
+\r
me.gotoRC(me, me.rows - 1, 0);\r
me.TD(me, 1, me.columns, makeVoretCommandButton("Apply immediately", '0 0 0', "vid_restart", COMMANDBUTTON_APPLY));\r
}\r