#define DIALOG_SETTINGS_GAME_WEAPONS_H
#include "tab.qc"
CLASS(XonoticGameWeaponsSettingsTab, XonoticTab)
- METHOD(XonoticGameWeaponsSettingsTab, fill, void(entity))
- METHOD(XonoticGameWeaponsSettingsTab, showNotify, void(entity))
+ METHOD(XonoticGameWeaponsSettingsTab, fill, void(entity));
+ METHOD(XonoticGameWeaponsSettingsTab, showNotify, void(entity));
+ ATTRIB(XonoticGameWeaponsSettingsTab, title, string, _("Weapons"))
ATTRIB(XonoticGameWeaponsSettingsTab, intendedWidth, float, 0.9)
ATTRIB(XonoticGameWeaponsSettingsTab, rows, float, 13)
ATTRIB(XonoticGameWeaponsSettingsTab, columns, float, 6)
ATTRIB(XonoticGameWeaponsSettingsTab, weaponsList, entity, NULL)
ENDCLASS(XonoticGameWeaponsSettingsTab)
entity makeXonoticGameWeaponsSettingsTab();
+#include "../gamesettings.qh"
+REGISTER_SETTINGS(Weapons, makeXonoticGameWeaponsSettingsTab());
#endif
#ifdef IMPLEMENTATION
me.TR(me);
me.TDempty(me, 0.25);
- me.TD(me, 1, 2.5, e = makeXonoticHeaderLabel(_("Weapon Priority List")));
+ me.TD(me, 1, 2.5, e = makeXonoticHeaderLabel(_("Weapon Priority List (* = mutator weapon)")));
me.TR(me);
me.TDempty(me, 0.25);
me.TD(me, 10, 2.5, e = me.weaponsList = makeXonoticWeaponsList());
e.onClickEntity = me.weaponsList;
me.gotoRC(me, 0, 3); me.setFirstColumn(me, me.currentColumn);
- me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_weaponpriority_useforcycling", _("Use priority list for weapon cycling")));
+ me.TD(me, 1, 3, e = makeXonoticCheckBox_T(0, "cl_weaponpriority_useforcycling", _("Use priority list for weapon cycling"),
+ _("Make use of the list above when cycling through weapons with the mouse wheel")));
me.TR(me);
me.TD(me, 1, 3, e = makeXonoticCheckBox(1, "cl_weaponimpulsemode", _("Cycle through only usable weapon selections")));
me.TR(me);
me.TR(me);
- me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_autoswitch", _("Auto switch weapons on pickup")));
+ me.TD(me, 1, 3, e = makeXonoticCheckBox_T(0, "cl_autoswitch", _("Auto switch weapons on pickup"),
+ _("Automatically switch to newly picked up weapons if they are better than what you are carrying")));
me.TR(me);
me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_unpress_attack_on_weapon_switch", _("Release attack buttons when you switch weapons")));
me.TR(me);
me.TR(me);
- me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "r_drawviewmodel", _("Draw 1st person weapon model")));
+ me.TD(me, 1, 3, e = makeXonoticCheckBox_T(0, "r_drawviewmodel", _("Draw 1st person weapon model"),
+ _("Draw the weapon model")));
me.TR(me);
me.TDempty(me, 0.2);
- me.TD(me, 1, 0.9, e = makeXonoticRadioButton(1, "cl_gunalign", "4", _("Left align")));
+ me.TD(me, 1, 0.9, e = makeXonoticRadioButton_T(1, "cl_gunalign", "4", _("Left align"),
+ _("Position of the weapon model; requires reconnect")));
setDependent(e, "r_drawviewmodel", 1, 1);
- me.TD(me, 1, 0.9, e = makeXonoticRadioButton(1, "cl_gunalign", "1", _("Center")));
+ me.TD(me, 1, 0.9, e = makeXonoticRadioButton_T(1, "cl_gunalign", "1", _("Center"),
+ _("Position of the weapon model; requires reconnect")));
setDependent(e, "r_drawviewmodel", 1, 1);
- me.TD(me, 1, 1.0, e = makeXonoticRadioButton(1, "cl_gunalign", "3", _("Right align")));
+ me.TD(me, 1, 1.0, e = makeXonoticRadioButton_T(1, "cl_gunalign", "3", _("Right align"),
+ _("Position of the weapon model; requires reconnect")));
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")));
+ me.TD(me, 1, 2.8, e = makeXonoticCheckBox_T(0, "cl_followmodel", _("Gun model swaying"), "-"));
makeMulti(e, "cl_leanmodel");
setDependent(e, "r_drawviewmodel", 1, 1);
me.TR(me);