METHOD(VoretWeaponsDialog, showNotify, void(entity))\r
ATTRIB(VoretWeaponsDialog, title, string, "Weapon & Crosshair settings")\r
ATTRIB(VoretWeaponsDialog, color, vector, SKINCOLOR_DIALOG_WEAPONS)\r
- ATTRIB(VoretWeaponsDialog, intendedWidth, float, 0.95)\r
- ATTRIB(VoretWeaponsDialog, rows, float, 17)\r
+ ATTRIB(VoretWeaponsDialog, intendedWidth, float, 1)\r
+ ATTRIB(VoretWeaponsDialog, rows, float, 14)\r
ATTRIB(VoretWeaponsDialog, columns, float, 8)\r
ATTRIB(VoretWeaponsDialog, weaponsList, entity, NULL)\r
ENDCLASS(VoretWeaponsDialog)\r
}\r
void fillVoretWeaponsDialog(entity me)\r
{\r
- entity e;\r
+ entity e, sl;\r
float i;\r
\r
// Voretournament has one weapon by default, so disable the weapon priority list code\r
e.onClickEntity = me.weaponsList;\r
me.TR(me);\r
me.TDempty(me, 0.3);\r
- me.TD(me, 1, 3, e = makeVoretCheckBox(0, "cl_weaponpriority_useforcycling", "Use priority list for weapon cycling"));*/\r
- /*me.TR(me);\r
+ me.TD(me, 1, 3, e = makeVoretCheckBox(0, "cl_weaponpriority_useforcycling", "Use priority list for weapon cycling"));\r
+ me.TR(me);\r
me.TDempty(me, 0.3);\r
me.TD(me, 1, 3, e = makeVoretCheckBox(0, "cl_autoswitch", "Auto switch weapons on pickup"));*/\r
+\r
+ me.TR(me);\r
+ me.TD(me, 1, 3, makeVoretTextLabel(0, "Weapon crosshair settings:"));\r
me.TR(me);\r
me.TDempty(me, 0.3);\r
- me.TD(me, 1, 3, e = makeVoretCheckBox(0, "r_drawviewmodel", "Draw 1st person weapon model"));\r
+ me.TD(me, 1, 1, e = makeVoretTextLabel(0, "Unarmed style:"));\r
+ for(i = 1; i <= 10; ++i) {\r
+ me.TDNoMargin(me, 1, 2.5 / 10, e = makeVoretCrosshairButton(1, i, "crosshair"), '1 1 0');\r
+ }\r
me.TR(me);\r
- me.TDempty(me, 0.6);\r
- me.TD(me, 1, 2, e = makeVoretRadioButton(1, "cl_gunalign", "4", "Left align"));\r
- setDependent(e, "r_drawviewmodel", 1, 1);\r
- me.TD(me, 1, 1, e = makeVoretRadioButton(1, "cl_gunalign", "3", "Right align"));\r
- setDependent(e, "r_drawviewmodel", 1, 1);\r
+ me.TDempty(me, 0.3);\r
+ me.TDempty(me, 1);\r
+ for(i = 11; i <= 20; ++i) {\r
+ me.TDNoMargin(me, 1, 2.5 / 10, e = makeVoretCrosshairButton(1, i, "crosshair"), '1 1 0');\r
+ }\r
me.TR(me);\r
me.TDempty(me, 0.3);\r
- me.TD(me, 1, 3, e = makeVoretCheckBox(0, "v_flipped", "Flip view horizontally"));\r
-\r
- me.gotoRC(me, 0, 4); me.setFirstColumn(me, me.currentColumn);\r
- me.TD(me, 1, 3, makeVoretTextLabel(0, "Weapon crosshair settings:"));\r
+ me.TD(me, 1, 1, e = makeVoretTextLabel(0, "Primary style:"));\r
+ for(i = 1; i <= 10; ++i) {\r
+ me.TDNoMargin(me, 1, 2.5 / 10, e = makeVoretCrosshairButton(2, i, "crosshair_primary"), '1 1 0');\r
+ }\r
+ me.TR(me);\r
+ me.TDempty(me, 0.3);\r
+ me.TDempty(me, 1);\r
+ for(i = 11; i <= 20; ++i) {\r
+ me.TDNoMargin(me, 1, 2.5 / 10, e = makeVoretCrosshairButton(2, i, "crosshair_primary"), '1 1 0');\r
+ }\r
me.TR(me);\r
me.TDempty(me, 0.3);\r
- me.TD(me, 1, 1, e = makeVoretTextLabel(0, "Crosshair:"));\r
+ me.TD(me, 1, 1, e = makeVoretTextLabel(0, "Secondary style:"));\r
for(i = 1; i <= 10; ++i) {\r
- me.TDNoMargin(me, 1, 2.5 / 10, e = makeVoretCrosshairButton(3, i), '1 1 0');\r
+ me.TDNoMargin(me, 1, 2.5 / 10, e = makeVoretCrosshairButton(3, i, "crosshair_secondary"), '1 1 0');\r
}\r
me.TR(me);\r
me.TDempty(me, 0.3);\r
me.TDempty(me, 1);\r
for(i = 11; i <= 20; ++i) {\r
- me.TDNoMargin(me, 1, 2.5 / 10, e = makeVoretCrosshairButton(3, i), '1 1 0');\r
+ me.TDNoMargin(me, 1, 2.5 / 10, e = makeVoretCrosshairButton(3, i, "crosshair_secondary"), '1 1 0');\r
}\r
+ me.TR(me);\r
me.TR(me);\r
me.TDempty(me, 0.3);\r
me.TD(me, 1, 1.25, e = makeVoretTextLabel(0, "Crosshair Size:"));\r
- me.TD(me, 1, 2.5, e = makeVoretSlider(0.40, 2, 0.05, "crosshair_size"));\r
+ me.TD(me, 1, 2.5, e = makeVoretSlider(0.10, 1, 0.05, "crosshair_size"));\r
me.TR(me);\r
me.TDempty(me, 0.3);\r
me.TD(me, 1, 1.25, e = makeVoretTextLabel(0, "Crosshair Alpha:"));\r
- me.TD(me, 1, 2.5, e = makeVoretSlider(0, 1, 0.01, "crosshair_color_alpha"));\r
+ me.TD(me, 1, 2.5, e = makeVoretSlider(0, 1, 0.01, "crosshair_alpha"));\r
me.TR(me);\r
me.TDempty(me, 0.3);\r
- me.TD(me, 1, 1.25, e = makeVoretTextLabel(0, "Crosshair Red:"));\r
- me.TD(me, 1, 2.5, e = makeVoretSlider(0, 1, 0.01, "crosshair_color_red"));\r
+ me.TD(me, 1, 1.25, e = makeVoretTextLabel(0, "Crosshair Color:"));\r
+ me.TD(me, 2, 2, e = makeVoretColorpickerString("crosshair_color", "crosshair_color"));\r
+ setDependent(e, "crosshair_color_by_health", 0, 0);\r
me.TR(me);\r
- me.TDempty(me, 0.3);\r
- me.TD(me, 1, 1.25, e = makeVoretTextLabel(0, "Crosshair Green:"));\r
- me.TD(me, 1, 2.5, e = makeVoretSlider(0, 1, 0.01, "crosshair_color_green"));\r
me.TR(me);\r
- me.TDempty(me, 0.3);\r
- me.TD(me, 1, 1.25, e = makeVoretTextLabel(0, "Crosshair Blue:"));\r
- me.TD(me, 1, 2.5, e = makeVoretSlider(0, 1, 0.01, "crosshair_color_blue"));\r
+ me.TDempty(me, 1.5);\r
+ me.TD(me, 1, 2, e = makeVoretCheckBox(0, "crosshair_color_by_health", "Colorize by health"));\r
+ me.gotoRC(me, 0, 4); me.setFirstColumn(me, me.currentColumn);\r
+ me.TD(me, 1, 3, makeVoretTextLabel(0, "Crosshair effects:"));\r
me.TR(me);\r
me.TDempty(me, 0.3);\r
- me.TD(me, 1, 1, e = makeVoretTextLabel(0, "Hit test:"));\r
+ me.TD(me, 1, 1.25, e = makeVoretTextLabel(0, "Hit test:"));\r
me.TD(me, 1, 2.5/3, e = makeVoretRadioButton(2, "crosshair_hittest", "0", "None"));\r
me.TD(me, 1, 2.5/3, e = makeVoretRadioButton(2, "crosshair_hittest", "1", "TrueAim"));\r
me.TD(me, 1, 2.5/3, e = makeVoretRadioButton(2, "crosshair_hittest", "1.25", "Enemies"));\r
+ me.TR(me);\r
+ me.TDempty(me, 0.3);\r
+ sl = makeVoretSlider(0.1, 1, 0.05, "crosshair_unarmed_dim_color");\r
+ me.TD(me, 1, 1.25, e = makeVoretSliderCheckBox(0, 1, sl, "Dim when unarmed:"));\r
+ me.TD(me, 1, 2.5, sl);\r
+ makeMulti(e, "crosshair_unarmed_dim_alpha");\r
+ makeMulti(sl, "crosshair_unarmed_dim_alpha");\r
+ me.TR(me);\r
+ me.TDempty(me, 0.3);\r
+ me.TD(me, 1, 2, e = makeVoretCheckBoxEx(0.5, 0, "crosshair_pickup", "Pickup effect"));\r
+ me.TR(me);\r
+ me.TDempty(me, 0.3);\r
+ me.TD(me, 1, 2, e = makeVoretCheckBoxEx(0.5, 0, "crosshair_ring_alpha", "Ammo ring"));\r
+ me.TR(me);\r
+ me.TDempty(me, 0.3);\r
+ me.TD(me, 1, 2, e = makeVoretCheckBox(0, "crosshair_swallowindicator", "Swallow indicator"));\r
+ me.TR(me);\r
+ me.TR(me);\r
+ me.TD(me, 1, 3, makeVoretTextLabel(0, "Weapon model settings:"));\r
+ me.TR(me);\r
+ me.TDempty(me, 0.3);\r
+ me.TD(me, 1, 3, e = makeVoretCheckBox(0, "r_drawviewmodel", "Draw 1st person weapon model"));\r
+ me.TR(me);\r
+ me.TDempty(me, 0.6);\r
+ me.TD(me, 1, 2, e = makeVoretRadioButton(1, "cl_gunalign", "4", "Left align"));\r
+ setDependent(e, "r_drawviewmodel", 1, 1);\r
+ me.TD(me, 1, 1, e = makeVoretRadioButton(1, "cl_gunalign", "3", "Right align"));\r
+ setDependent(e, "r_drawviewmodel", 1, 1);\r
\r
me.gotoRC(me, me.rows - 1, 0);\r
me.TD(me, 1, me.columns, e = makeVoretButton("OK", '0 0 0'));\r