#include "dialog_settings_game_crosshair.qh"
-#ifndef DIALOG_SETTINGS_GAME_CROSSHAIR_H
-#define DIALOG_SETTINGS_GAME_CROSSHAIR_H
-#include "tab.qc"
-CLASS(XonoticGameCrosshairSettingsTab, XonoticTab)
- METHOD(XonoticGameCrosshairSettingsTab, fill, void(entity));
- METHOD(XonoticGameCrosshairSettingsTab, showNotify, void(entity));
- ATTRIB(XonoticGameCrosshairSettingsTab, title, string, _("Crosshair"))
- ATTRIB(XonoticGameCrosshairSettingsTab, intendedWidth, float, 0.9)
- ATTRIB(XonoticGameCrosshairSettingsTab, rows, float, 15.5)
- ATTRIB(XonoticGameCrosshairSettingsTab, columns, float, 6.2)
-ENDCLASS(XonoticGameCrosshairSettingsTab)
-entity makeXonoticGameCrosshairSettingsTab();
-#include "../gamesettings.qh"
-REGISTER_SETTINGS(Crosshair, makeXonoticGameCrosshairSettingsTab());
-#endif
-#ifdef IMPLEMENTATION
+#include "radiobutton.qh"
+#include "crosshairpicker.qh"
+#include "crosshairpreview.qh"
+#include "textlabel.qh"
+#include "slider.qh"
+#include "colorpicker_string.qh"
+#include "checkbox.qh"
+#include "textslider.qh"
+
void XonoticGameCrosshairSettingsTab_showNotify(entity me)
{
loadAllCvars(me);
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, 1, e = makeXonoticTextLabel(0, _("Hit testing:")));
- me.TD(me, 1, 2, e = makeXonoticTextSlider_T("crosshair_hittest",
- _("None: do not do hit tests for the crosshair; TrueAim: blur the crosshair when you would not hit the wall; Enemies: also enlarge the crosshair when you would hit an enemy")));
- e.addValue(e, ZCTX(_("HTTST^Disabled")), "0");
- e.addValue(e, ZCTX(_("HTTST^TrueAim")), "1");
- e.addValue(e, ZCTX(_("HTTST^Enemies")), "1.25");
- e.configureXonoticTextSliderValues(e);
+ me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "crosshair_hittest", _("Perform hit tests for the crosshair")));
setDependent(e, "crosshair_enabled", 1, 2);
me.TR(me);
me.TDempty(me, 0.1);
- me.TD(me, 1, 2.9, e = makeXonoticCheckBox(0, "crosshair_hittest_blur", _("Blur crosshair if the shot is obstructed")));
+ me.TD(me, 1, 2.9, e = makeXonoticCheckBox(0, "crosshair_hittest_blur_wall", _("Blur if obstructed by an obstacle")));
setDependentAND(e, "crosshair_hittest", 1, 100, "crosshair_enabled", 1, 2);
me.TR(me);
me.TDempty(me, 0.1);
- me.TD(me, 1, 2.9, e = makeXonoticCheckBoxEx(1.25, 0, "crosshair_hittest_scale", _("Enlarge crosshair if targeting an enemy")));
+ me.TD(me, 1, 2.9, e = makeXonoticCheckBox(0, "crosshair_hittest_blur_teammate", _("Blur if obstructed by a teammate")));
setDependentAND(e, "crosshair_hittest", 1, 100, "crosshair_enabled", 1, 2);
+ me.TR(me);
+ me.TDempty(me, 0.1);
+ me.TD(me, 1, 2.9, e = makeXonoticCheckBoxEx(1.25, 1, "crosshair_hittest", _("Shrink if obstructed by a teammate")));
+ setDependentAND(e, "crosshair_enabled", 1, 2, "crosshair_hittest", 1, 100);
me.TR(me);
me.TD(me, 1, 3, e = makeXonoticCheckBoxEx(0.5, 0, "crosshair_hitindication", _("Animate crosshair when hitting an enemy")));
setDependent(e, "crosshair_enabled", 1, 2);
me.TD(me, 1, 3, e = makeXonoticCheckBoxEx(0.25, 0, "crosshair_pickup", _("Animate crosshair when picking up an item")));
setDependent(e, "crosshair_enabled", 1, 2);
}
-#endif