}
// show a larger preview of the selected crosshair
me.TDempty(me, 0.2);
- me.TDNoMargin(me, 2, 2 / 5, e = makeXonoticCrosshairButton(3, -1), '1 1 0'); // crosshair -1 makes this a preview
+ me.TDNoMargin(me, 2, 2 / 5, e = makeXonoticCrosshairButton(4, -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) {
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(1, "crosshair_hittest", "0", "None"));
- me.TD(me, 1, 2/3, e = makeXonoticRadioButton(1, "crosshair_hittest", "1", "TrueAim"));
- me.TD(me, 1, 2/3, e = makeXonoticRadioButton(1, "crosshair_hittest", "1.25", "Enemies"));
+ me.TD(me, 1, 2/3, e = makeXonoticRadioButton(5, "crosshair_hittest", "0", "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.TR(me);
me.TDempty(me, 0.4);
me.TR(me);
#ifdef ALLOW_FORCEMODELS
me.TD(me, 1, 1, e = makeXonoticTextLabel(0, "Force models:"));
- me.TD(me, 1, 2/3, e = makeXonoticRadioButton(2, string_null, string_null, "None"));
- me.TD(me, 1, 2/3, e = makeXonoticRadioButton(2, "cl_forceplayermodelsfromxonotic", string_null, "Custom"));
- me.TD(me, 1, 2/3, e = makeXonoticRadioButton(2, "cl_forceplayermodels", string_null, "All"));
+ 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"));
#endif
me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_gentle", "Disable gore effects"));
me.TR(me);