2 CLASS(NexuizWeaponsDialog) EXTENDS(NexuizDialog)
3 METHOD(NexuizWeaponsDialog, toString, string(entity))
4 METHOD(NexuizWeaponsDialog, fill, void(entity))
5 METHOD(NexuizWeaponsDialog, showNotify, void(entity))
6 ATTRIB(NexuizWeaponsDialog, title, string, "Weapon settings")
7 ATTRIB(NexuizWeaponsDialog, color, vector, SKINCOLOR_DIALOG_WEAPONS)
8 ATTRIB(NexuizWeaponsDialog, intendedWidth, float, 0.5)
9 ATTRIB(NexuizWeaponsDialog, rows, float, 17)
10 ATTRIB(NexuizWeaponsDialog, columns, float, 4)
11 ATTRIB(NexuizWeaponsDialog, weaponsList, entity, NULL)
12 ENDCLASS(NexuizWeaponsDialog)
16 void showNotifyNexuizWeaponsDialog(entity me)
20 string toStringNexuizWeaponsDialog(entity me)
22 return me.weaponsList.toString(me.weaponsList);
24 void fillNexuizWeaponsDialog(entity me)
29 me.TD(me, 1, 4, makeNexuizTextLabel(0, "Weapon priority list:"));
31 me.TD(me, 9, 4, e = me.weaponsList = makeNexuizWeaponsList());
34 me.TD(me, 1, 1, e = makeNexuizButton("Up", '0 0 0'));
35 e.onClick = WeaponsList_MoveUp_Click;
36 e.onClickEntity = me.weaponsList;
37 me.TD(me, 1, 1, e = makeNexuizButton("Down", '0 0 0'));
38 e.onClick = WeaponsList_MoveDown_Click;
39 e.onClickEntity = me.weaponsList;
41 me.TD(me, 1, 3, e = makeNexuizCheckBox(0, "cl_weaponpriority_useforcycling", "Use priority list for weapon cycling"));
43 me.TD(me, 1, 3, e = makeNexuizCheckBox(0, "cl_autoswitch", "Auto switch weapons on pickup"));
45 me.TD(me, 1, 3, e = makeNexuizCheckBox(0, "r_drawviewmodel", "Draw 1st person weapon model"));
48 me.TD(me, 1, 1, e = makeNexuizRadioButton(1, "cl_gunalign", "4", "Left align"));
49 setDependent(e, "r_drawviewmodel", 1, 1);
50 me.TD(me, 1, 1, e = makeNexuizRadioButton(1, "cl_gunalign", "3", "Right align"));
51 setDependent(e, "r_drawviewmodel", 1, 1);
53 me.TD(me, 1, 3, e = makeNexuizCheckBox(0, "v_flipped", "Flip view horizontally"));
55 me.TD(me, 1, me.columns, e = makeNexuizButton("OK", '0 0 0'));
56 e.onClick = Dialog_Close;