#include "xonotic/dialog_credits.c"
#include "xonotic/credits.c"
#include "xonotic/dialog_multiplayer_playersetup_hudconfirm.c"
+#include "xonotic/dialog_multiplayer_playersetup_model.c"
#include "xonotic/dialog_multiplayer_playersetup_view.c"
+#include "xonotic/dialog_multiplayer_playersetup_crosshair.c"
#include "xonotic/dialog_multiplayer_playersetup_weapons.c"
#include "xonotic/weaponslist.c"
#include "xonotic/dialog_multiplayer_demo.c"
SKINVECTOR(COLOR_DIALOG_CREDITS, '0.7 0.7 1');
SKINVECTOR(COLOR_DIALOG_WEAPONS, '1 0.7 0.7');
SKINVECTOR(COLOR_DIALOG_VIEW, '1 0.7 0.7');
+ SKINVECTOR(COLOR_DIALOG_MODEL, '1 0.7 0.7');
+ SKINVECTOR(COLOR_DIALOG_CROSSHAIR, '1 0.7 0.7');
SKINVECTOR(COLOR_DIALOG_SERVERINFO, '0.7 0.7 1');
SKINVECTOR(COLOR_DIALOG_CVARS, '1 0 0');
SKINVECTOR(COLOR_DIALOG_HUDCONFIRM, '1 0 0');
me.TR(me);
me.TDempty(me, 0.5);
me.TD(me, 1, 2, e = makeXonoticButton(_("Other crosshair settings"), '0 0 0'));
- e.onClick = HUDSetup_Start;
- e.onClickEntity = me;
+ e.onClick = DialogOpenButton_Click;
+ e.onClickEntity = main.crosshairDialog;
setDependent(e, "crosshair_enabled", 1, 2);
// TODO: show status of crosshair dot and hittest and pickups and such here with text
me.TR(me);
me.TR(me);
me.TDempty(me, 0.5);
me.TD(me, 1, 2, e = makeXonoticButton(_("Model settings"), '0 0 0'));
- e.onClick = HUDSetup_Start;
- e.onClickEntity = me;
+ e.onClick = DialogOpenButton_Click;
+ e.onClickEntity = main.modelDialog;
// TODO: show csqc model settings like forcemyplayer and deglowing/ghosting bodies with text here
me.TR(me);
me.TDempty(me, 0.5);
me.TD(me, 1, 2, e = makeXonoticButton(_("Weapon settings"), '0 0 0'));
e.onClick = DialogOpenButton_Click;
e.onClickEntity = main.weaponsDialog;
- // I don't really think this is useful, and especially it doesn't look very clean...
+ // I don't really think this is useful as is, and especially it doesn't look very clean...
// In the future, if ALL of these buttons had some information, then it would be justified/clean
//me.TD(me, 1, 1, e0 = makeXonoticTextLabel(0, string_null));
// e0.textEntity = main.weaponsDialog;
ATTRIB(MainWindow, serverInfoDialog, entity, NULL)
ATTRIB(MainWindow, cvarsDialog, entity, NULL)
ATTRIB(MainWindow, viewDialog, entity, NULL)
+ ATTRIB(MainWindow, modelDialog, entity, NULL)
+ ATTRIB(MainWindow, crosshairDialog, entity, NULL)
ATTRIB(MainWindow, hudconfirmDialog, entity, NULL)
ATTRIB(MainWindow, mainNexposee, entity, NULL)
ATTRIB(MainWindow, fadedAlpha, float, SKINALPHA_BEHIND)
i.configureDialog(i);
me.addItemCentered(me, i, i.intendedWidth * eX + i.intendedHeight * eY, SKINALPHAS_MAINMENU_z);
+ me.modelDialog = i = spawnXonoticModelDialog();
+ i.configureDialog(i);
+ me.addItemCentered(me, i, i.intendedWidth * eX + i.intendedHeight * eY, SKINALPHAS_MAINMENU_z);
+
+ me.crosshairDialog = i = spawnXonoticCrosshairDialog();
+ i.configureDialog(i);
+ me.addItemCentered(me, i, i.intendedWidth * eX + i.intendedHeight * eY, SKINALPHAS_MAINMENU_z);
+
me.mainNexposee = n = spawnXonoticNexposee();
/*
if(checkextension("DP_GECKO_SUPPORT"))