X-Git-Url: http://de.git.xonotic.org/?p=voretournament%2Fvoretournament.git;a=blobdiff_plain;f=data%2Fqcsrc%2Fmenu%2Fvoret%2Fdialog_multiplayer_playersetup_weapons.c;h=d2de6d4f60a1e4bcb668cf5a316332b145b7207c;hp=8a4071002c3c6ea1aa8fe431a18d13a398cbb891;hb=603e043971aa9e17c39a2c7673989f578e0235a8;hpb=cc148bf19700d380a18d7f51a706f9bbe959811b diff --git a/data/qcsrc/menu/voret/dialog_multiplayer_playersetup_weapons.c b/data/qcsrc/menu/voret/dialog_multiplayer_playersetup_weapons.c index 8a407100..d2de6d4f 100644 --- a/data/qcsrc/menu/voret/dialog_multiplayer_playersetup_weapons.c +++ b/data/qcsrc/menu/voret/dialog_multiplayer_playersetup_weapons.c @@ -5,9 +5,9 @@ CLASS(VoretWeaponsDialog) EXTENDS(VoretDialog) METHOD(VoretWeaponsDialog, showNotify, void(entity)) ATTRIB(VoretWeaponsDialog, title, string, "Weapon & Crosshair settings") ATTRIB(VoretWeaponsDialog, color, vector, SKINCOLOR_DIALOG_WEAPONS) - ATTRIB(VoretWeaponsDialog, intendedWidth, float, 0.95) - ATTRIB(VoretWeaponsDialog, rows, float, 17) - ATTRIB(VoretWeaponsDialog, columns, float, 8) + ATTRIB(VoretWeaponsDialog, intendedWidth, float, 0.7) + ATTRIB(VoretWeaponsDialog, rows, float, 20) + ATTRIB(VoretWeaponsDialog, columns, float, 4) ATTRIB(VoretWeaponsDialog, weaponsList, entity, NULL) ENDCLASS(VoretWeaponsDialog) #endif @@ -23,7 +23,7 @@ string toStringVoretWeaponsDialog(entity me) } void fillVoretWeaponsDialog(entity me) { - entity e; + entity e, sl; float i; // Voretournament has one weapon by default, so disable the weapon priority list code @@ -42,24 +42,12 @@ void fillVoretWeaponsDialog(entity me) 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.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.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, "v_flipped", "Flip view horizontally")); + me.TD(me, 1, 3, e = makeVoretCheckBox(0, "cl_autoswitch", "Auto switch weapons on pickup"));*/ - me.gotoRC(me, 0, 4); me.setFirstColumn(me, me.currentColumn); + me.TR(me); me.TD(me, 1, 3, makeVoretTextLabel(0, "Weapon crosshair settings:")); me.TR(me); me.TDempty(me, 0.3); @@ -76,7 +64,7 @@ void fillVoretWeaponsDialog(entity me) 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.TD(me, 1, 2.5, e = makeVoretSlider(0.10, 1, 0.05, "crosshair_size")); me.TR(me); me.TDempty(me, 0.3); me.TD(me, 1, 1.25, e = makeVoretTextLabel(0, "Crosshair Alpha:")); @@ -85,20 +73,55 @@ void fillVoretWeaponsDialog(entity 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")); + setDependent(e, "crosshair_color_by_health", 0, 0); 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")); + setDependent(e, "crosshair_color_by_health", 0, 0); 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")); + setDependent(e, "crosshair_color_by_health", 0, 0); + me.TR(me); + me.TDempty(me, 0.6); + me.TD(me, 1, 2, e = makeVoretCheckBox(0, "crosshair_color_by_health", "Colorize by health")); + 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, 1.25, 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); + sl = makeVoretSlider(0.1, 1, 0.05, "crosshair_unarmed_dim_color"); + me.TD(me, 1, 1.25, e = makeVoretSliderCheckBox(0, 1, sl, "Dim when unarmed:")); + me.TD(me, 1, 2.5, sl); + makeMulti(e, "crosshair_unarmed_dim_alpha"); + makeMulti(sl, "crosshair_unarmed_dim_alpha"); + 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 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'));