#ifdef INTERFACE CLASS(XonoticGameModelSettingsTab) EXTENDS(XonoticTab) //METHOD(XonoticGameModelSettingsTab, toString, string(entity)) METHOD(XonoticGameModelSettingsTab, fill, void(entity)) METHOD(XonoticGameModelSettingsTab, showNotify, void(entity)) ATTRIB(XonoticGameModelSettingsTab, title, string, _("Model")) ATTRIB(XonoticGameModelSettingsTab, intendedWidth, float, 0.9) ATTRIB(XonoticGameModelSettingsTab, rows, float, 13) ATTRIB(XonoticGameModelSettingsTab, columns, float, 6.2) ENDCLASS(XonoticGameModelSettingsTab) entity makeXonoticGameModelSettingsTab(); #endif #ifdef IMPLEMENTATION void XonoticGameModelSettingsTab_showNotify(entity me) { loadAllCvars(me); } entity makeXonoticGameModelSettingsTab() { entity me; me = spawnXonoticGameModelSettingsTab(); me.configureDialog(me); return me; } void XonoticGameModelSettingsTab_fill(entity me) { entity e; //float i; // todo: // Add slider for cl_ghost_items (alpha) and cl_ghost_items_color (brightness) // Add checkbox for simpleitems // determine difference between cl_deathglow and g_deathglow // Add toggle for skeletal animations? me.TR(me); me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Body fading:"))); me.TD(me, 1, 2, e = makeXonoticSlider(0, 2, 0.2, "cl_deathglow")); me.TR(me); me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Gibs:"))); me.TD(me, 1, 2, e = makeXonoticTextSlider("cl_nogibs")); e.addValue(e, ZCTX(_("GIBS^None")), "1"); e.addValue(e, ZCTX(_("GIBS^Few")), "0.75"); e.addValue(e, ZCTX(_("GIBS^Many")), "0.5"); e.addValue(e, ZCTX(_("GIBS^Lots")), "0"); e.configureXonoticTextSliderValues(e); setDependent(e, "cl_gentle", 0, 0); me.TR(me); me.TR(me); me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_forceplayermodels", _("Force player models to mine"))); me.TR(me); me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_forceplayercolors", _("Force player colors to mine"))); } #endif