#include "dialog_settings_game_weapons.qh" #include "weaponslist.qh" #include "commandbutton.qh" #include "textlabel.qh" #include "checkbox.qh" #include "button.qh" #include "radiobutton.qh" void XonoticGameWeaponsSettingsTab_showNotify(entity me) { loadAllCvars(me); } entity makeXonoticGameWeaponsSettingsTab() { entity me; me = NEW(XonoticGameWeaponsSettingsTab); me.configureDialog(me); return me; } void XonoticGameWeaponsSettingsTab_fill(entity me) { entity e; entity weaponsApplyButton = makeXonoticCommandButton(_("Apply immediately"), '0 0 0', "sendcvar cl_weaponpriority;" , COMMANDBUTTON_APPLY); weaponsApplyButton.disableOnClick = true; me.TR(me); me.TDempty(me, 0.25); me.TD(me, 1, 2.5, e = makeXonoticHeaderLabel(_("Weapon Priority List (* = mutator weapon)"))); me.TR(me); me.TDempty(me, 0.25); me.TD(me, 9, 2.5, e = me.weaponsList = makeXonoticWeaponsList()); e.applyButton = weaponsApplyButton; me.gotoRC(me, 10, 0.25); me.TD(me, 1, 1.25, e = makeXonoticButton(_("Up"), '0 0 0')); e.onClick = WeaponsList_MoveUp_Click; e.onClickEntity = me.weaponsList; e.applyButton = weaponsApplyButton; me.TD(me, 1, 1.25, e = makeXonoticButton(_("Down"), '0 0 0')); e.onClick = WeaponsList_MoveDown_Click; e.onClickEntity = me.weaponsList; e.applyButton = weaponsApplyButton; me.gotoRC(me, 0, 3); me.setFirstColumn(me, me.currentColumn); me.TD(me, 1, 3, e = makeXonoticCheckBox_T(0, "cl_weaponpriority_useforcycling", _("Use priority list for weapon cycling"), _("Make use of the list above when cycling through weapons with the mouse wheel"))); me.TR(me); me.TD(me, 1, 3, e = makeXonoticCheckBox(1, "cl_weaponimpulsemode", _("Cycle through only usable weapon selections"))); e.sendCvars = true; me.TR(me); me.TR(me); me.TD(me, 1, 3, e = makeXonoticCheckBox_T(0, "cl_autoswitch", _("Auto switch weapons on pickup"), _("Automatically switch to newly picked up weapons if they are better than what you are carrying"))); e.sendCvars = true; me.TR(me); me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_unpress_attack_on_weapon_switch", _("Release attack buttons when you switch weapons"))); me.TR(me); me.TR(me); me.TD(me, 1, 3, e = makeXonoticCheckBox_T(0, "r_drawviewmodel", _("Draw 1st person weapon model"), _("Draw the weapon model"))); me.TR(me); me.TDempty(me, 0.2); me.TD(me, 1, 0.9, e = makeXonoticRadioButton_T(1, "cl_gunalign", "4", _("Left align"), _("Position of the weapon model; requires reconnect"))); setDependent(e, "r_drawviewmodel", 1, 1); me.TD(me, 1, 0.9, e = makeXonoticRadioButton_T(1, "cl_gunalign", "1", _("Center"), _("Position of the weapon model; requires reconnect"))); setDependent(e, "r_drawviewmodel", 1, 1); me.TD(me, 1, 1.0, e = makeXonoticRadioButton_T(1, "cl_gunalign", "3", _("Right align"), _("Position of the weapon model; requires reconnect"))); setDependent(e, "r_drawviewmodel", 1, 1); me.TR(me); me.TR(me); me.TDempty(me, 0.2); me.TD(me, 1, 2.8, e = makeXonoticCheckBox_T(0, "cl_followmodel", _("Gun model swaying"), "-")); makeMulti(e, "cl_leanmodel"); setDependent(e, "r_drawviewmodel", 1, 1); me.TR(me); me.TDempty(me, 0.2); me.TD(me, 1, 2.8, e = makeXonoticCheckBox(0, "cl_bobmodel", _("Gun model bobbing"))); setDependent(e, "r_drawviewmodel", 1, 1); me.gotoRC(me, me.rows - 1, 0); me.setFirstColumn(me, me.currentColumn); me.TD(me, 1, me.columns, weaponsApplyButton); }