METHOD(GameItem, display, void(GameItem this, void(string name, string icon) returns))
{
TC(GameItem, this);
- returns(this.m_name, this.m_icon ? sprintf("/gfx/hud/%s/%s", cvar_string("hud_skin"), this.m_icon) : string_null);
+ returns(this.m_name, (this.m_icon != "") ? sprintf("/gfx/hud/%s/%s", cvar_string("hud_skin"), this.m_icon) : string_null);
}
METHOD(GameItem, show, void(GameItem this))
{
METHOD(StatusEffect, display, void(StatusEffect this, void(string name, string icon) returns))
{
TC(StatusEffect, this);
- returns(this.m_name, this.m_icon ? sprintf("/gfx/hud/%s/%s", cvar_string("hud_skin"), this.m_icon) : string_null);
+ returns(this.m_name, (this.m_icon != "") ? sprintf("/gfx/hud/%s/%s", cvar_string("hud_skin"), this.m_icon) : string_null);
}
ENDCLASS(StatusEffect)
/** (SERVER) update cvar based properties */
METHOD(Weapon, wr_update, void(Weapon this)) {}
METHOD(Weapon, display, void(entity this, void(string name, string icon) returns)) {
- returns(this.m_name, this.model2 ? sprintf("/gfx/hud/%s/%s", cvar_string("hud_skin"), this.model2) : string_null);
+ returns(this.m_name, (this.model2 != "") ? sprintf("/gfx/hud/%s/%s", cvar_string("hud_skin"), this.model2) : string_null);
}
ENDCLASS(Weapon)
me.TD(me, 1, 0.9, e = makeXonoticRadioButton(1, "cl_tracers_teamcolor", "2", _("Always")));
me.TR(me);
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.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.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);
}