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:")));
- setDependent(e, "crosshair_enabled", 1, 2);
- me.TD(me, 1, 2, e = makeXonoticTextSlider_T("crosshair_hittest",
- _("None: do not do hit tests for the crosshair; TrueAim: blur the crosshair when there's an obstacle between your gun and the target; 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_wall", _("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);