ATTRIB(XonoticPlayerSettingsTab, title, string, _("Player Setup"))
ATTRIB(XonoticPlayerSettingsTab, intendedWidth, float, 0.9)
ATTRIB(XonoticPlayerSettingsTab, rows, float, 22)
- ATTRIB(XonoticPlayerSettingsTab, columns, float, 6.2) // added extra .2 for center space
+ ATTRIB(XonoticPlayerSettingsTab, columns, float, 6.2) // added extra .2 for center space
ATTRIB(XonoticPlayerSettingsTab, playerNameLabel, entity, NULL)
ATTRIB(XonoticPlayerSettingsTab, playerNameLabelAlpha, float, 0)
ENDCLASS(XonoticPlayerSettingsTab)
}
void XonoticPlayerSettingsTab_draw(entity me)
{
- if(cvar_string("_cl_name") == "Player")
+ if(cvar_string("_cl_name") == cvar_defstring("_cl_name"))
me.playerNameLabel.alpha = ((mod(time * 2, 2) < 1) ? 1 : 0);
else
me.playerNameLabel.alpha = me.playerNameLabelAlpha;
e.onClickEntity = main.weaponsDialog;
// I don't really think this is useful as is, and especially it doesn't look very clean...
// In the future, if ALL of these buttons had some information, then it would be justified/clean
- //me.TD(me, 1, 1, e0 = makeXonoticTextLabel(0, string_null));
+ //me.TD(me, 1, 1, e0 = makeXonoticTextLabel(0, string_null));
// e0.textEntity = main.weaponsDialog;
// e0.allowCut = 1;
me.TR(me);
me.TD(me, 1, 2, e = makeXonoticButton(_("HUD settings"), '0 0 0'));
e.onClick = DialogOpenButton_Click;
e.onClickEntity = main.hudDialog;
- // TODO: show hud config name with text here
+ // TODO: show hud config name with text here
me.gotoRC(me, me.rows - 1, 0);
me.TD(me, 1, me.columns, makeXonoticCommandButton(_("Apply immediately"), '0 0 0', "color -1 -1;name \"$_cl_name\";sendcvar cl_weaponpriority;sendcvar cl_autoswitch;sendcvar cl_forceplayermodels;sendcvar cl_forceplayermodelsfromxonotic;playermodel $_cl_playermodel;playerskin $_cl_playerskin", COMMANDBUTTON_APPLY));