me.TD(me, 1, 2.5, e = makeXonoticHeaderLabel(_("Weapon Priority List (* = mutator weapon)")));
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, 9, 2.5, e = me.weaponsList = makeXonoticWeaponsList());
+ 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;
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, makeXonoticCommandButton(_("Apply immediately"), '0 0 0',
+ "sendcvar cl_autoswitch; sendcvar cl_weaponpriority; sendcvar cl_weaponimpulsemode", COMMANDBUTTON_APPLY));
}
#endif