_("Position of the weapon model; requires reconnect")));
setDependent(e, "r_drawviewmodel", 1, 1);
me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Weapon model opacity:")));
- setDependent(e, "r_drawviewmodel", 1, 1);
- me.TD(me, 1, 2, e = makeXonoticTextSlider("cl_viewmodel_alpha"));
- setDependent(e, "r_drawviewmodel", 1, 1);
- e.addValue(e, "15%", "0.15");
- e.addValue(e, "25%", "0.25");
- e.addValue(e, "50%", "0.5");
- e.addValue(e, "75%", "0.75");
- e.addValue(e, "100%", "1");
- e.configureXonoticTextSliderValues(e);
+ me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Weapon model opacity:")));
+ setDependent(e, "r_drawviewmodel", 1, 1);
+ me.TD(me, 1, 2, e = makeXonoticMixedSlider("cl_viewmodel_alpha"));
+ setDependent(e, "r_drawviewmodel", 1, 1);
+ e.addText(e, "15%", 0.15);
+ e.addText(e, "25%", 0.25);
+ e.addText(e, "50%", 0.5);
+ e.addText(e, "75%", 0.75);
+ e.addText(e, "100%", 1);
+ e.configureXonoticMixedSliderValues(e);
me.TR(me);
+ me.TD(me, 1, 3, e = makeXonoticTextLabel(0, _("Apply team colors to weapon beam effects:")));
me.TR(me);
me.TDempty(me, 0.2);
- me.TD(me, 1, 2.8, e = makeXonoticCheckBox_T(0, "cl_followmodel", _("Gun model swaying"), "-"));
- makeMulti(e, "cl_leanmodel");
- setDependent(e, "r_drawviewmodel", 1, 1);
+ me.TD(me, 1, 0.9, e = makeXonoticRadioButton(1, "cl_tracers_teamcolor", "0", _("Never")));
+ me.TD(me, 1, 0.9, e = makeXonoticRadioButton(1, "cl_tracers_teamcolor", "1", _("In team games")));
+ me.TD(me, 1, 0.9, e = makeXonoticRadioButton(1, "cl_tracers_teamcolor", "2", _("Always")));
me.TR(me);
- me.TDempty(me, 0.2);
- me.TD(me, 1, 2.8, e = makeXonoticCheckBox(0, "cl_bobmodel", _("Gun model bobbing")));
- setDependent(e, "r_drawviewmodel", 1, 1);
+ me.TR(me);
+ me.TD(me, 1, 2.8 / 2, e = makeXonoticCheckBox_T(0, "cl_followmodel", _("Gun model swaying"), "-"));
+ makeMulti(e, "cl_leanmodel");
+ setDependent(e, "r_drawviewmodel", 1, 1);
+ me.TD(me, 1, 2.8 / 2, e = makeXonoticCheckBox(0, "cl_bobmodel", _("Gun model bobbing")));
+ setDependent(e, "r_drawviewmodel", 1, 1);
me.gotoRC(me, me.rows - 1, 0); me.setFirstColumn(me, me.currentColumn);
me.TD(me, 1, me.columns, weaponsApplyButton);
}