_cl_playermodel models/player/vixen.zym\r
_cl_playerskin 0\r
crosshair 1\r
-seta crosshair_pickup 1 "crosshair grows then shrinks back when picking something up"\r
-seta crosshair_pickup_speed 4 "speed of pickup effect"\r
+seta crosshair_pickup 1 "crosshair grows then shrinks back when picking up an item"\r
+seta crosshair_pickup_speed 4 "speed of the crosshair pickup effect"\r
seta crosshair_ring_alpha 0.5 "alpha of the crosshair ammo ring"\r
seta crosshair_ring_size 3 "size of the crosshair ammo ring"\r
-seta crosshair_swallowindicator 1 "when enabled, the crosshair will turn into a symbol to indicate when you can swallow an enemy or team mate"\r
+seta crosshair_swallowindicator 1 "when enabled, the crosshair will turn into a symbol to indicate you can swallow an enemy or team mate"\r
seta crosshair_swallowindicator_size 0.5 "size of the crosshair swallow indicator"\r
seta crosshair_swallowindicator_color_red 1 "red amount for the crosshair swallow indicator"\r
seta crosshair_swallowindicator_color_green 1 "green amount for the crosshair swallow indicator"\r
me.TD(me, 1, 1, e = makeVoretTextLabel(0, "Damage kick:"));\r
me.TD(me, 1, 2, e = makeVoretSlider(0, 0.5, 0.05, "v_kicktime"));\r
me.TR(me);\r
- sl = makeVoretSlider(0.45, 0.75, 0.01, "cl_bobcycle");\r
+ sl = makeVoretSlider(0.45, 0.75, 0.05, "cl_bobcycle");\r
me.TD(me, 1, 1, e = makeVoretSliderCheckBox(0, 1, sl, "View bobbing:"));\r
me.TD(me, 1, 2, sl);\r
- \r
+ makeMulti(e, "cl_bob2cycle");\r
+ makeMulti(sl, "cl_bob2cycle");\r
+ me.TR(me);\r
+ sl = makeVoretSlider(0.5, 8, 0.5, "cl_rollangle");\r
+ me.TD(me, 1, 1, e = makeVoretSliderCheckBox(0, 1, sl, "View rolling:"));\r
+ me.TD(me, 1, 2, sl);\r
me.TR(me);\r
me.TR(me);\r
me.TD(me, 1, 1, e = makeVoretTextLabel(0, "Zoom Factor:"));\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, 17)\r
+ ATTRIB(VoretWeaponsDialog, rows, float, 18)\r
ATTRIB(VoretWeaponsDialog, columns, float, 4)\r
ATTRIB(VoretWeaponsDialog, weaponsList, entity, NULL)\r
ENDCLASS(VoretWeaponsDialog)\r
me.TDempty(me, 0.3);\r
me.TD(me, 1, 1.25, e = makeVoretTextLabel(0, "Crosshair Blue:"));\r
me.TD(me, 1, 2.5, e = makeVoretSlider(0, 1, 0.01, "crosshair_color_blue"));\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, 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
+ me.TD(me, 1, 2, e = makeVoretCheckBoxEx(0.5, 0, "crosshair_pickup", "Crosshair pickup effect"));\r
me.TR(me);\r
me.TDempty(me, 0.3);\r
me.TD(me, 1, 2, e = makeVoretCheckBoxEx(0.5, 0, "crosshair_ring_alpha", "Crosshair ammo ring"));\r
me.TR(me);\r
me.TDempty(me, 0.3);\r
me.TD(me, 1, 2, e = makeVoretCheckBox(0, "crosshair_swallowindicator", "Crosshair swallow indicator"));\r
-\r
me.TR(me);\r
me.TR(me);\r
me.TD(me, 1, 3, makeVoretTextLabel(0, "Weapon model & view settings:"));\r
setDependent(e, "r_drawviewmodel", 1, 1);\r
me.TD(me, 1, 1, e = makeVoretRadioButton(1, "cl_gunalign", "3", "Right align"));\r
setDependent(e, "r_drawviewmodel", 1, 1);\r
- me.TR(me);\r
- me.TDempty(me, 0.3);\r
- me.TD(me, 1, 3, e = makeVoretCheckBox(0, "v_flipped", "Flip view horizontally"));\r
\r
me.gotoRC(me, me.rows - 1, 0);\r
me.TD(me, 1, me.columns, e = makeVoretButton("OK", '0 0 0'));\r