2 CLASS(XonoticGameCrosshairSettingsTab) EXTENDS(XonoticTab)
3 //METHOD(XonoticGameCrosshairSettingsTab, toString, string(entity))
4 METHOD(XonoticGameCrosshairSettingsTab, fill, void(entity))
5 METHOD(XonoticGameCrosshairSettingsTab, showNotify, void(entity))
6 ATTRIB(XonoticGameCrosshairSettingsTab, title, string, _("Crosshair"))
7 ATTRIB(XonoticGameCrosshairSettingsTab, intendedWidth, float, 0.9)
8 ATTRIB(XonoticGameCrosshairSettingsTab, rows, float, 15)
9 ATTRIB(XonoticGameCrosshairSettingsTab, columns, float, 6.2)
10 ENDCLASS(XonoticGameCrosshairSettingsTab)
11 entity makeXonoticGameCrosshairSettingsTab();
15 void XonoticGameCrosshairSettingsTab_showNotify(entity me)
19 entity makeXonoticGameCrosshairSettingsTab()
22 me = spawnXonoticGameCrosshairSettingsTab();
23 me.configureDialog(me);
27 void XonoticGameCrosshairSettingsTab_fill(entity me)
32 me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "crosshair_dot", _("Enable center crosshair dot")));
33 setDependent(e, "crosshair_enabled", 1, 2);
35 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Dot size:")));
36 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
37 me.TD(me, 1, 2, e = makeXonoticSlider(0.2, 2, 0.1, "crosshair_dot_size"));
38 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
40 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Dot alpha:")));
41 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
42 me.TD(me, 1, 2, e = makeXonoticSlider(0.1, 1, 0.1, "crosshair_dot_alpha"));
43 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
45 me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Dot color:")));
46 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
47 me.TD(me, 1, 2, e = makeXonoticRadioButton(1, "crosshair_dot_color_custom", "0", _("Use normal crosshair color")));
48 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
51 me.TD(me, 1, 0.8, e = makeXonoticRadioButton(1, "crosshair_dot_color_custom", "1", _("Custom")));
52 setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
53 me.TD(me, 2, 2, e = makeXonoticColorpickerString("crosshair_dot_color", "crosshair_dot_color"));
54 setDependentAND3(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2, "crosshair_dot_color_custom", 1, 1);
58 me.TD(me, 1, 3, e = makeXonoticTextLabel(0, _("Crosshair animations:")));
61 me.TD(me, 1, 2.8, e = makeXonoticCheckBox(0, "crosshair_effect_scalefade", _("Smooth effects of crosshairs")));
62 setDependent(e, "crosshair_enabled", 1, 2);
65 me.TD(me, 1, 2.8, e = makeXonoticCheckBox(0, "crosshair_ring", _("Use rings to indicate weapon status")));
66 makeMulti(e, "crosshair_ring_reload");
67 setDependent(e, "crosshair_enabled", 1, 2);
71 me.TD(me, 1, 0.8, e = makeXonoticTextLabel(0, _("Hit testing:")));
72 me.TD(me, 1, 2, e = makeXonoticTextSlider("crosshair_hittest"));
73 e.addValue(e, ZCTX(_("HTTST^Disabled")), "0");
74 e.addValue(e, ZCTX(_("HTTST^TrueAim")), "1");
75 e.addValue(e, ZCTX(_("HTTST^Enemies")), "1.25");
76 e.configureXonoticTextSliderValues(e);
77 setDependent(e, "crosshair_enabled", 1, 2);
80 me.TD(me, 1, 2.8, e = makeXonoticCheckBox(0, "crosshair_hittest_blur", _("Blur crosshair if the shot is obstructed")));
81 setDependentAND(e, "crosshair_hittest", 1, 100, "crosshair_enabled", 1, 2);
85 me.TD(me, 1, 2.8, e = makeXonoticCheckBoxEx(0.5, 0, "crosshair_hitindication", _("Animate when hitting an enemy")));
86 setDependent(e, "crosshair_enabled", 1, 2);
89 me.TD(me, 1, 2.8, e = makeXonoticCheckBoxEx(0.25, 0, "crosshair_pickup", _("Animate when picking up an item")));
90 setDependent(e, "crosshair_enabled", 1, 2);
94 me.gotoRC(me, me.rows - 1, 0);
95 me.TD(me, 1, me.columns, e = makeXonoticButton(_("OK"), '0 0 0'));
96 e.onClick = Dialog_Close;
97 e.onClickEntity = me;*/