#ifdef INTERFACE CLASS(XonoticWeaponsDialog) EXTENDS(XonoticDialog) METHOD(XonoticWeaponsDialog, toString, string(entity)) METHOD(XonoticWeaponsDialog, fill, void(entity)) METHOD(XonoticWeaponsDialog, showNotify, void(entity)) ATTRIB(XonoticWeaponsDialog, title, string, _("Weapon settings")) ATTRIB(XonoticWeaponsDialog, color, vector, SKINCOLOR_DIALOG_WEAPONS) ATTRIB(XonoticWeaponsDialog, intendedWidth, float, 0.7) ATTRIB(XonoticWeaponsDialog, rows, float, 12) ATTRIB(XonoticWeaponsDialog, columns, float, 5.2) ATTRIB(XonoticWeaponsDialog, weaponsList, entity, NULL) ENDCLASS(XonoticWeaponsDialog) #endif #ifdef IMPLEMENTATION void XonoticWeaponsDialog_showNotify(entity me) { loadAllCvars(me); } string XonoticWeaponsDialog_toString(entity me) { return me.weaponsList.toString(me.weaponsList); } void XonoticWeaponsDialog_fill(entity me) { entity e; me.TR(me); me.TD(me, 1, 2, makeXonoticTextLabel(0, _("Weapon priority list:"))); me.TR(me); me.TD(me, 8, 2, e = me.weaponsList = makeXonoticWeaponsList()); me.gotoRC(me, 9, 0); me.TD(me, 1, 1, e = makeXonoticButton(_("Up"), '0 0 0')); e.onClick = WeaponsList_MoveUp_Click; e.onClickEntity = me.weaponsList; me.TD(me, 1, 1, e = makeXonoticButton(_("Down"), '0 0 0')); e.onClick = WeaponsList_MoveDown_Click; e.onClickEntity = me.weaponsList; me.gotoRC(me, 0, 2.2); me.setFirstColumn(me, me.currentColumn); me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_weaponpriority_useforcycling", _("Use priority list for weapon cycling"))); me.TR(me); me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_autoswitch", _("Auto switch weapons on pickup"))); me.TR(me); me.TR(me); me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "r_drawviewmodel", _("Draw 1st person weapon model"))); me.TR(me); me.TDempty(me, 0.2); me.TD(me, 1, 0.9, e = makeXonoticRadioButton(1, "cl_gunalign", "4", _("Left align"))); setDependent(e, "r_drawviewmodel", 1, 1); me.TD(me, 1, 0.9, e = makeXonoticRadioButton(1, "cl_gunalign", "1", _("Center"))); setDependent(e, "r_drawviewmodel", 1, 1); me.TD(me, 1, 1.0, e = makeXonoticRadioButton(1, "cl_gunalign", "3", _("Right align"))); setDependent(e, "r_drawviewmodel", 1, 1); me.TR(me); me.TR(me); me.TDempty(me, 0.2); me.TD(me, 1, 2.8, e = makeXonoticCheckBox(0, "cl_followmodel", _("Gun model swaying"))); makeMulti(e, "cl_leanmodel"); setDependent(e, "r_drawviewmodel", 1, 1); me.TR(me); 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.TR(me); //me.TR(me); // me.TDempty(me, 0.2); // me.TD(me, 1, 0.8, e = makeXonoticTextLabel(0, ZCTX(_("VWMDL^Scale")))); // setDependent(e, "r_drawviewmodel", 1, 1); // me.TD(me, 1, 2, e = makeXonoticSlider(0.1, 2, 0.1, "cl_viewmodel_scale")); // setDependent(e, "r_drawviewmodel", 1, 1); 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; } #endif