METHOD(XonoticGameCrosshairSettingsTab, showNotify, void(entity));
ATTRIB(XonoticGameCrosshairSettingsTab, title, string, _("Crosshair"))
ATTRIB(XonoticGameCrosshairSettingsTab, intendedWidth, float, 0.9)
- ATTRIB(XonoticGameCrosshairSettingsTab, rows, float, 13)
+ ATTRIB(XonoticGameCrosshairSettingsTab, rows, float, 15.5)
ATTRIB(XonoticGameCrosshairSettingsTab, columns, float, 6.2)
ENDCLASS(XonoticGameCrosshairSettingsTab)
entity makeXonoticGameCrosshairSettingsTab();
me.TD(me, 1, 2.9, e = makeXonoticCheckBox_T(0, "crosshair_ring", _("Use rings to indicate weapon status"), "-"));
makeMulti(e, "crosshair_ring_reload");
setDependent(e, "crosshair_enabled", 1, 2);
- //me.TR(me);
- // me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Ring size:")));
- // setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
- // me.TD(me, 1, 2, e = makeXonoticSlider(2, 4, 0.1, "crosshair_ring_size"));
- // setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
+ me.TR(me);
+ me.TDempty(me, 0.3);
+ me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Ring size:")));
+ setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
+ me.TD(me, 1, 1.8, e = makeXonoticSlider(2, 4, 0.1, "crosshair_ring_size"));
+ setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
me.TR(me);
me.TDempty(me, 0.3);
me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Ring alpha:")));
me.TR(me);
me.TD(me, 1, 3, e = makeXonoticCheckBoxEx(0.25, 0, "crosshair_pickup", _("Animate crosshair when picking up an item")));
setDependent(e, "crosshair_enabled", 1, 2);
- /*me.TR(me);
+ me.TR(me);
me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Hit testing:")));
me.TD(me, 1, 2, e = makeXonoticTextSlider_T("crosshair_hittest",
_("None: do not do hit tests for the crosshair; TrueAim: blur the crosshair when you would not hit the wall; Enemies: also enlarge the crosshair when you would hit an enemy")));
e.addValue(e, ZCTX(_("HTTST^TrueAim")), "1");
e.addValue(e, ZCTX(_("HTTST^Enemies")), "1.25");
e.configureXonoticTextSliderValues(e);
- setDependent(e, "crosshair_enabled", 1, 2);*/
-
- /*me.TR(me);
-
- me.gotoRC(me, me.rows - 1, 0);
- me.TD(me, 1, me.columns, e = makeXonoticButton(_("OK"), '0 0 0'));
- e.onClick = Dialog_Close;
- e.onClickEntity = me;*/
+ setDependent(e, "crosshair_enabled", 1, 2);
}
#endif