setDependent(e, "cl_damagetext", 1, 1);
this.TD(this, 1, 2, e = makeXonoticSlider(0, 50, 1, "cl_damagetext_size_max"));
setDependent(e, "cl_damagetext", 1, 1);
- this.TR(this);
- this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Accumulate range:")));
- setDependent(e, "cl_damagetext", 1, 1);
- // 1 as min because shotgun sends damagetext per pellet (see https://gitlab.com/xonotic/xonotic-data.pk3dir/issues/1994).
- // It's capped to 1 in code too but let's not lie to users by allowing the slider to go to 0, it would still accumulate
- // when hitting a stationary player using a weapon with no push.
- this.TD(this, 1, 2, e = makeXonoticSlider(1, 500, 1, "cl_damagetext_accumulate_range"));
- setDependent(e, "cl_damagetext", 1, 1);
- this.TR(this);
- this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Lifetime:")));
- setDependent(e, "cl_damagetext", 1, 1);
- this.TD(this, 1, 2, e = makeXonoticSlider(0, 10, 1, "cl_damagetext_alpha_lifetime"));
- setDependent(e, "cl_damagetext", 1, 1);
this.TR(this);
this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
setDependent(e, "cl_damagetext", 1, 1);
setDependent(e, "cl_damagetext", 1, 1);
this.TR(this);
this.TR(this);
- // friendly fire
this.TD(this, 1, 3, e = makeXonoticCheckBox(0, "cl_damagetext_friendlyfire", _("Draw damage numbers for friendly fire")));
setDependent(e, "cl_damagetext", 1, 1);
- this.TR(this);
- this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
- setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
- this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_friendlyfire_color", "cl_damagetext_friendlyfire_color"));
- setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
- this.TR(this);
}
ENDCLASS(XonoticDamageTextSettings)