METHOD(XonoticGameCrosshairSettingsTab, showNotify, void(entity))
ATTRIB(XonoticGameCrosshairSettingsTab, title, string, _("Crosshair"))
ATTRIB(XonoticGameCrosshairSettingsTab, intendedWidth, float, 0.9)
- ATTRIB(XonoticGameCrosshairSettingsTab, rows, float, 15)
+ ATTRIB(XonoticGameCrosshairSettingsTab, rows, float, 13)
ATTRIB(XonoticGameCrosshairSettingsTab, columns, float, 6.2)
ENDCLASS(XonoticGameCrosshairSettingsTab)
entity makeXonoticGameCrosshairSettingsTab();
setDependent(e, "crosshair_enabled", 1, 2);
me.TD(me, 1, 1.9, e = makeXonoticSlider(0, 1, 0.1, "crosshair_alpha"));
setDependent(e, "crosshair_enabled", 1, 2);
- me.TR(me);
me.TR(me);
me.TDempty(me, 0.1);
me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair color:")));
// me.TD(me, 1, 2, e = makeXonoticSlider(2, 4, 0.1, "crosshair_ring_size"));
// setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
me.TR(me);
- me.TDempty(me, 0.2);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Ring alpha:")));
+ me.TDempty(me, 0.3);
+ me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Ring alpha:")));
setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
me.TD(me, 1, 1.8, e = makeXonoticSlider(0.1, 1, 0.1, "crosshair_ring_alpha"));
setDependentAND(e, "crosshair_ring", 1, 1, "crosshair_enabled", 1, 2);
setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
me.TD(me, 1, 2, e = makeXonoticSlider(0.1, 1, 0.1, "crosshair_dot_alpha"));
setDependentAND(e, "crosshair_dot", 1, 1, "crosshair_enabled", 1, 2);
- me.TR(me);
me.TR(me);
me.TDempty(me, 0.1);
me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, _("Dot color:")));
me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "crosshair_effect_scalefade", _("Smooth effects of crosshairs")));
setDependent(e, "crosshair_enabled", 1, 2);
me.TR(me);
- me.TD(me, 1, 2.8, e = makeXonoticCheckBox(0, "crosshair_hittest_blur", _("Blur crosshair if the shot is obstructed")));
+ me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "crosshair_hittest_blur", _("Blur crosshair if the shot is obstructed")));
setDependentAND(e, "crosshair_hittest", 1, 100, "crosshair_enabled", 1, 2);
me.TR(me);
- me.TD(me, 1, 2.8, e = makeXonoticCheckBoxEx(1.25, 0, "crosshair_hittest_scale", _("Enlarge crosshair if targeting an enemy")));
+ me.TD(me, 1, 3, e = makeXonoticCheckBoxEx(1.25, 0, "crosshair_hittest_scale", _("Enlarge crosshair if targeting an enemy")));
setDependentAND(e, "crosshair_hittest", 1, 100, "crosshair_enabled", 1, 2);
me.TR(me);
me.TD(me, 1, 3, e = makeXonoticCheckBoxEx(0.5, 0, "crosshair_hitindication", _("Animate crosshair when hitting an enemy")));