setDependent(e, "crosshair_dot", 1, 1);
me.TR(me);
me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Hit test:")));
- me.TD(me, 1, 2/3, e = makeXonoticRadioButton(5, "crosshair_hittest", "0", _("None")));
+ me.TD(me, 1, 2/3, e = makeXonoticRadioButton(5, "crosshair_hittest", "0", ZCTX(_("HITTEST^None"))));
me.TD(me, 1, 2/3, e = makeXonoticRadioButton(5, "crosshair_hittest", "1", _("TrueAim")));
me.TD(me, 1, 2/3, e = makeXonoticRadioButton(5, "crosshair_hittest", "1.25", _("Enemies")));
me.TR(me);
me.TR(me);
#ifdef ALLOW_FORCEMODELS
me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Force models:")));
- me.TD(me, 1, 2/3, e = makeXonoticRadioButton(6, string_null, string_null, _("None")));
- me.TD(me, 1, 2/3, e = makeXonoticRadioButton(6, "cl_forceplayermodelsfromxonotic", string_null, _("Custom")));
- me.TD(me, 1, 2/3, e = makeXonoticRadioButton(6, "cl_forceplayermodels", string_null, _("All")));
+ me.TD(me, 1, 2/3, e = makeXonoticRadioButton(6, string_null, string_null, ZCTX(_("MODELS^None")));
+ me.TD(me, 1, 2/3, e = makeXonoticRadioButton(6, "cl_forceplayermodelsfromxonotic", string_null, ZCTX(_("MODELS^Custom"))));
+ me.TD(me, 1, 2/3, e = makeXonoticRadioButton(6, "cl_forceplayermodels", string_null, ZCTX(_("MODELS^All"))));
#endif
me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_gentle", _("Disable gore effects")));
me.TR(me);
me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Gibs:")));
me.TD(me, 1, 2, e = makeXonoticTextSlider("cl_nogibs"));
- e.addValue(e, _("None"), "1");
- e.addValue(e, _("Few"), "0.75");
- e.addValue(e, _("Many"), "0.5");
- e.addValue(e, _("Lots"), "0");
+ 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);