me.TR(me);\r
me.TD(me, 1, 1, e = makeVoretTextLabel(0, "Particle dist.:"));\r
me.TD(me, 1, 2, e = makeVoretSlider(500, 2000, 100, "r_drawparticles_drawdistance"));\r
+ me.TR(me);\r
+ me.TD(me, 1, 3, e = makeVoretCheckBox(0, "cl_particles_rain", "Weather"));\r
+ makeMulti(e, "cl_particles_snow");\r
me.TR(me);\r
me.TR(me);\r
me.TD(me, 1, 3, e = makeVoretCheckBox(0, "cl_decals", "Decals"));\r
me.TD(me, 1, 1, e = makeVoretTextLabel(0, "Intensity:"));\r
me.TD(me, 1, 2, e = makeVoretSlider(2, 6, 0.1, "r_bloom_brighten"));\r
setDependentOR(e, "r_bloom", 1, 1, "r_hdr", 1, 1);\r
+ me.TR(me);\r
+ me.TD(me, 1, 1, e = makeVoretCheckBox(0, "r_hdr_irisadaptation", "Iris adaptation"));\r
me.TR(me);\r
me.TR(me);\r
s = makeVoretSlider(0.1, 1, 0.1, "r_motionblur");\r
e.savedValue = 0.5; // default\r
me.TD(me, 1, 2, s);\r
me.TR(me);\r
- me.TD(me, 1, 2, e = makeVoretCheckBox(0, "hud_damage", "Damage & Water blur"));\r
- me.TD(me, 1, 1, e = makeVoretCheckBox(0, "hud_powerup", "Sharpening"));\r
- me.TR(me);\r
- me.TDempty(me, 0.2);\r
- me.TD(me, 1, 1, e = makeVoretTextLabel(0, "* damage blur requires 'screen splashes'"));\r
- \r
+ me.TD(me, 1, 1, e = makeVoretCheckBoxEx(0.5, 0, "hud_postprocessing_maxbluralpha", "Damage & Water blur"));\r
+ me.TD(me, 1, 1, e = makeVoretCheckBoxEx(0.5, 0, "hud_powerup", "Powerup sharpen"));\r
+ me.TD(me, 1, 1, e = makeVoretCheckBox(0, "hud_saturation", "Armor saturation"));\r
+\r
me.gotoRC(me, me.rows - 1, 0);\r
me.TD(me, 1, me.columns, makeVoretCommandButton("Apply immediately", '0 0 0', "vid_restart", COMMANDBUTTON_APPLY));\r
}\r