METHOD(VoretWeaponsDialog, showNotify, void(entity))\r
ATTRIB(VoretWeaponsDialog, title, string, "Weapon & Crosshair settings")\r
ATTRIB(VoretWeaponsDialog, color, vector, SKINCOLOR_DIALOG_WEAPONS)\r
- ATTRIB(VoretWeaponsDialog, intendedWidth, float, 0.5)\r
- ATTRIB(VoretWeaponsDialog, rows, float, 19)\r
+ ATTRIB(VoretWeaponsDialog, intendedWidth, float, 0.7)\r
+ ATTRIB(VoretWeaponsDialog, rows, float, 20)\r
ATTRIB(VoretWeaponsDialog, columns, float, 4)\r
ATTRIB(VoretWeaponsDialog, weaponsList, entity, NULL)\r
ENDCLASS(VoretWeaponsDialog)\r
}\r
void fillVoretWeaponsDialog(entity me)\r
{\r
- entity e;\r
+ entity e, sl;\r
float i;\r
\r
// Voretournament has one weapon by default, so disable the weapon priority list code\r
me.TR(me);\r
me.TR(me);\r
me.TDempty(me, 0.3);\r
- me.TD(me, 1, 1, e = makeVoretTextLabel(0, "Hit test:"));\r
+ me.TD(me, 1, 1.25, e = makeVoretTextLabel(0, "Hit test:"));\r
me.TD(me, 1, 2.5/3, e = makeVoretRadioButton(2, "crosshair_hittest", "0", "None"));\r
me.TD(me, 1, 2.5/3, e = makeVoretRadioButton(2, "crosshair_hittest", "1", "TrueAim"));\r
me.TD(me, 1, 2.5/3, e = makeVoretRadioButton(2, "crosshair_hittest", "1.25", "Enemies"));\r
+ me.TR(me);\r
+ me.TDempty(me, 0.3);\r
+ sl = makeVoretSlider(0.1, 1, 0.05, "crosshair_unarmed_dim_color");\r
+ me.TD(me, 1, 1.25, e = makeVoretSliderCheckBox(0, 1, sl, "Dim when unarmed:"));\r
+ me.TD(me, 1, 2.5, sl);\r
+ makeMulti(e, "crosshair_unarmed_dim_alpha");\r
+ makeMulti(sl, "crosshair_unarmed_dim_alpha");\r
me.TR(me);\r
me.TDempty(me, 0.3);\r
me.TD(me, 1, 2, e = makeVoretCheckBoxEx(0.5, 0, "crosshair_pickup", "Crosshair pickup effect"));\r
me.TD(me, 1, 2, e = makeVoretCheckBox(0, "crosshair_swallowindicator", "Crosshair swallow indicator"));\r
me.TR(me);\r
me.TR(me);\r
- me.TD(me, 1, 3, makeVoretTextLabel(0, "Weapon model & view settings:"));\r
+ me.TD(me, 1, 3, makeVoretTextLabel(0, "Weapon model settings:"));\r
me.TR(me);\r
me.TDempty(me, 0.3);\r
me.TD(me, 1, 3, e = makeVoretCheckBox(0, "r_drawviewmodel", "Draw 1st person weapon model"));\r