me.TD(me, 1, 3.0, box = makeXonoticInputBox(1, "_cl_name"));
box.forbiddenCharacters = "\r\n\\\"$"; // don't care, isn't getting saved
box.maxLength = -127; // negative means encoded length in bytes
+ box.saveImmediately = 1;
label.textEntity = box;
me.TR(me);
me.TD(me, 5, 1, e = makeXonoticColorpicker(box));
me.TD(me, 1, 0.3, e = makeXonoticButton("<<", '0 0 0'));
e.onClick = PlayerModelSelector_Prev_Click;
e.onClickEntity = pms;
- me.TD(me, me.rows - me.currentRow - 1, 1.8, pms);
+ me.TD(me, me.rows - (me.currentRow + 3), 1.8, pms);
me.TD(me, 1, 0.3, e = makeXonoticButton(">>", '0 0 0'));
e.onClick = PlayerModelSelector_Next_Click;
e.onClickEntity = pms;
me.TR(me);
r = me.currentRow;
- m = me.rows - r - 2;
+ m = me.rows - (r + 4);
n = 16 - !cvar("developer");
m = m / (n - 1);
for(i = 0; i < n; ++i)
me.gotoRC(me, r + i * m, 0.4);
me.TDNoMargin(me, m, 0.2, e = makeXonoticColorButton(2, 1, i), '0 1 0');
}
+ me.gotoRC(me, me.rows - 3, 0);
+ me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_forceplayermodels", _("Force player models to mine")));
+ me.TR(me);
+ me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_forceplayercolors", _("Force player colors to mine")));
me.gotoRC(me, 0, 3.5); me.setFirstColumn(me, me.currentColumn);
me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Field of view:")));
me.TD(me, 1, 2, e = makeXonoticCheckBox(0, "crosshair_per_weapon", _("Per weapon")));
me.TR(me);
me.TDempty(me, 0.2);
- for(i = 1; i <= 10; ++i) {
- me.TDNoMargin(me, 1, 2 / 10, e = makeXonoticCrosshairButton(3, i), '1 1 0');
+ for(i = 1; i <= 13; ++i) {
+ me.TDNoMargin(me, 1, 2 / 13, e = makeXonoticCrosshairButton(3, i), '1 1 0');
setDependent(e, "crosshair_per_weapon", 0, 0);
}
// show a larger preview of the selected crosshair
me.TDempty(me, 0.2);
- me.TDNoMargin(me, 2, 2 / 5, e = makeXonoticCrosshairButton(4, -1), '1 1 0'); // crosshair -1 makes this a preview
+ me.TDNoMargin(me, 2, 2 / 5, e = makeXonoticCrosshairButton(7, -1), '1 1 0'); // crosshair -1 makes this a preview
setDependent(e, "crosshair_per_weapon", 0, 0);
me.TR(me);
me.TDempty(me, 0.2);
- for(i = 11; i <= 20; ++i) {
- me.TDNoMargin(me, 1, 2 / 10, e = makeXonoticCrosshairButton(3, i), '1 1 0');
+ for(i = 14; i <= 26; ++i) {
+ me.TDNoMargin(me, 1, 2 / 13, e = makeXonoticCrosshairButton(3, i), '1 1 0');
setDependent(e, "crosshair_per_weapon", 0, 0);
}
me.TR(me);
me.TDempty(me, 0.2);
me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair size:")));
- me.TD(me, 1, 1.8, e = makeXonoticSlider(0.10, 1.5, 0.05, "crosshair_size"));
+ me.TD(me, 1, 1.8, e = makeXonoticSlider(0.1, 1.0, 0.01, "crosshair_size"));
me.TR(me);
me.TDempty(me, 0.2);
me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair alpha:")));
me.TR(me);
me.TDempty(me, 0.2);
me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Crosshair color:")));
- me.TD(me, 2, 1.8, e = makeXonoticColorpickerString("crosshair_color", "crosshair_color"));
- setDependent(e, "crosshair_color_per_weapon", 0, 0);
+ me.TD(me, 1, 0.9, e = makeXonoticRadioButton(4, "crosshair_color_per_weapon", string_null, _("Per weapon")));
+ me.TD(me, 1, 0.9, e = makeXonoticRadioButton(4, "crosshair_color_by_health", string_null, _("By health")));
me.TR(me);
me.TDempty(me, 0.3);
- me.TD(me, 1, 0.7, e = makeXonoticCheckBox(0, "crosshair_color_per_weapon", _("Per weapon")));
+ me.TD(me, 1, 0.9, e = makeXonoticRadioButton(4, string_null, string_null, _("Custom")));
+ me.TD(me, 2, 1.8, e = makeXonoticColorpickerString("crosshair_color", "crosshair_color"));
+ setDependentAND(e, "crosshair_color_per_weapon", 0, 0, "crosshair_color_by_health", 0, 0);
+ me.TR(me);
me.TR(me);
me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "crosshair_dot", _("Enable center dot")));
me.TR(me);
setDependent(e, "crosshair_dot", 1, 1);
me.TR(me);
me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Hit test:")));
- me.TD(me, 1, 2/3, e = makeXonoticRadioButton(5, "crosshair_hittest", "0", _("None")));
+ me.TD(me, 1, 2/3, e = makeXonoticRadioButton(5, "crosshair_hittest", "0", ZCTX(_("HTST^None"))));
me.TD(me, 1, 2/3, e = makeXonoticRadioButton(5, "crosshair_hittest", "1", _("TrueAim")));
me.TD(me, 1, 2/3, e = makeXonoticRadioButton(5, "crosshair_hittest", "1.25", _("Enemies")));
me.TR(me);
me.TD(me, 1, 2.2, e = makeXonoticButton(_("Waypoints setup..."), '0 0 0'));
e.onClick = DialogOpenButton_Click;
e.onClickEntity = main.waypointDialog;
- me.TDempty(me, 0.5);
me.TR(me);
me.TDempty(me, 0.4);
me.TD(me, 1, 2.2, e = makeXonoticButton(_("Enter HUD editor"), '0 0 0'));
e.onClick = HUDSetup_Join_Click;
e.onClickEntity = me;
- me.TDempty(me, 0.5);
- me.TR(me);
- me.TR(me);
#ifdef ALLOW_FORCEMODELS
+ me.TR(me);
me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Force models:")));
- me.TD(me, 1, 2/3, e = makeXonoticRadioButton(6, string_null, string_null, _("None")));
- me.TD(me, 1, 2/3, e = makeXonoticRadioButton(6, "cl_forceplayermodelsfromxonotic", string_null, _("Custom")));
- me.TD(me, 1, 2/3, e = makeXonoticRadioButton(6, "cl_forceplayermodels", string_null, _("All")));
+ me.TD(me, 1, 2/3, e = makeXonoticRadioButton(6, string_null, string_null, ZCTX(_("MDL^None"))));
+ me.TD(me, 1, 2/3, e = makeXonoticRadioButton(6, "cl_forceplayermodelsfromxonotic", string_null, ZCTX(_("MDL^Custom"))));
+ me.TD(me, 1, 2/3, e = makeXonoticRadioButton(6, "cl_forceplayermodels", string_null, ZCTX(_("MDL^All"))));
#endif
+ me.TR(me);
me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_gentle", _("Disable gore effects")));
me.TR(me);
me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Gibs:")));
me.TD(me, 1, 2, e = makeXonoticTextSlider("cl_nogibs"));
- e.addValue(e, _("None"), "1");
- e.addValue(e, _("Few"), "0.75");
- e.addValue(e, _("Many"), "0.5");
- e.addValue(e, _("Lots"), "0");
+ e.addValue(e, ZCTX(_("GIBS^None")), "1");
+ e.addValue(e, ZCTX(_("GIBS^Few")), "0.75");
+ e.addValue(e, ZCTX(_("GIBS^Many")), "0.5");
+ e.addValue(e, ZCTX(_("GIBS^Lots")), "0");
e.configureXonoticTextSliderValues(e);
setDependent(e, "cl_gentle", 0, 0);
me.TR(me);
me.TD(me, 1, 2, e = makeXonoticSlider(0, 1, 0.05, "hud_damage"));
me.gotoRC(me, me.rows - 1, 0);
- me.TD(me, 1, me.columns, makeXonoticCommandButton(_("Apply immediately"), '0 0 0', "color -1 -1;name \"$_cl_name\";cl_cmd sendcvar cl_weaponpriority;sendcvar cl_zoomfactor;sendcvar cl_zoomspeed;sendcvar cl_autoswitch;sendcvar cl_shownames;sendcvar cl_forceplayermodelsfromxonotic;sendcvar cl_forceplayermodels;playermodel $_cl_playermodel;playerskin $_cl_playerskin", COMMANDBUTTON_APPLY));
+ me.TD(me, 1, me.columns, makeXonoticCommandButton(_("Apply immediately"), '0 0 0', "color -1 -1;name \"$_cl_name\";cl_cmd sendcvar cl_weaponpriority;sendcvar cl_zoomfactor;sendcvar cl_zoomspeed;sendcvar cl_autoswitch;sendcvar cl_forceplayermodelsfromxonotic;sendcvar cl_forceplayermodels;playermodel $_cl_playermodel;playerskin $_cl_playerskin", COMMANDBUTTON_APPLY));
}
void HUDSetup_Join_Click(entity me, entity btn)
{