#ifndef DIALOG_SETTINGS_GAME_WEAPONS_H #define DIALOG_SETTINGS_GAME_WEAPONS_H #include "tab.qc" CLASS(XonoticGameWeaponsSettingsTab, XonoticTab) METHOD(XonoticGameWeaponsSettingsTab, fill, void(entity)) METHOD(XonoticGameWeaponsSettingsTab, showNotify, void(entity)) ATTRIB(XonoticGameWeaponsSettingsTab, intendedWidth, float, 0.9) ATTRIB(XonoticGameWeaponsSettingsTab, rows, float, 13) ATTRIB(XonoticGameWeaponsSettingsTab, columns, float, 6) ATTRIB(XonoticGameWeaponsSettingsTab, weaponsList, entity, NULL) ENDCLASS(XonoticGameWeaponsSettingsTab) entity makeXonoticGameWeaponsSettingsTab(); #endif #ifdef IMPLEMENTATION 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; me.TR(me); me.TDempty(me, 0.25); me.TD(me, 1, 2.5, e = makeXonoticHeaderLabel(_("Weapon Priority List"))); me.TR(me); me.TDempty(me, 0.25); me.TD(me, 10, 2.5, e = me.weaponsList = makeXonoticWeaponsList()); me.gotoRC(me, 11, 0.25); me.TD(me, 1, 1.25, e = makeXonoticButton(_("Up"), '0 0 0')); e.onClick = WeaponsList_MoveUp_Click; e.onClickEntity = me.weaponsList; me.TD(me, 1, 1.25, e = makeXonoticButton(_("Down"), '0 0 0')); e.onClick = WeaponsList_MoveDown_Click; e.onClickEntity = me.weaponsList; me.gotoRC(me, 0, 3); me.setFirstColumn(me, me.currentColumn); me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_weaponpriority_useforcycling", _("Use priority list for weapon cycling"))); me.TR(me); me.TD(me, 1, 3, e = makeXonoticCheckBox(1, "cl_weaponimpulsemode", _("Cycle through only usable weapon selections"))); me.TR(me); me.TR(me); me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_autoswitch", _("Auto switch weapons on pickup"))); 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(0, "r_drawviewmodel", _("Draw 1st person weapon model"))); me.TR(me); me.TDempty(me, 0.2); me.TD(me, 1, 0.9, e = makeXonoticRadioButton(1, "cl_gunalign", "4", _("Left align"))); setDependent(e, "r_drawviewmodel", 1, 1); me.TD(me, 1, 0.9, e = makeXonoticRadioButton(1, "cl_gunalign", "1", _("Center"))); setDependent(e, "r_drawviewmodel", 1, 1); me.TD(me, 1, 1.0, e = makeXonoticRadioButton(1, "cl_gunalign", "3", _("Right align"))); 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(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); } #endif