weaponsApplyButton.disableOnClick = true;
me.TR(me);
- me.TDempty(me, 0.25);
- me.TD(me, 1, 2.5, e = makeXonoticHeaderLabel(_("Weapon Priority List (* = mutator weapon)")));
+ me.TD(me, 1, 3, e = makeXonoticHeaderLabel(_("Weapon Priority List (* = mutator weapon)")));
me.TR(me);
- me.TDempty(me, 0.25);
- me.TD(me, 9, 2.5, e = me.weaponsList = makeXonoticWeaponsList());
+ me.TDempty(me, 0.2);
+ me.TD(me, 9, 2.6, e = me.weaponsList = makeXonoticWeaponsList());
e.applyButton = weaponsApplyButton;
- me.gotoRC(me, 10, 0.25);
- me.TD(me, 1, 1.25, e = makeXonoticButton(_("Up"), '0 0 0'));
+ me.gotoRC(me, 10, 0.2);
+ me.TD(me, 1, 2.6/2, e = makeXonoticButton(_("Up"), '0 0 0'));
e.onClick = WeaponsList_MoveUp_Click;
e.onClickEntity = me.weaponsList;
e.applyButton = weaponsApplyButton;
- me.TD(me, 1, 1.25, e = makeXonoticButton(_("Down"), '0 0 0'));
+ me.TD(me, 1, 2.6/2, e = makeXonoticButton(_("Down"), '0 0 0'));
e.onClick = WeaponsList_MoveDown_Click;
e.onClickEntity = me.weaponsList;
e.applyButton = weaponsApplyButton;
-
- me.gotoRC(me, 0, 3); me.setFirstColumn(me, me.currentColumn);
- me.TD(me, 1, 3, e = makeXonoticCheckBox_T(0, "cl_weaponpriority_useforcycling", _("Use priority list for weapon cycling"),
+ me.TR(me);
+ me.TR(me);
+ me.TDempty(me, 0.2);
+ me.TD(me, 1, 2.8, e = makeXonoticCheckBox_T(0, "cl_weaponpriority_useforcycling", _("Use priority list for weapon cycling"),
_("Make use of the list above when cycling through weapons with the mouse wheel")));
me.TR(me);
- me.TD(me, 1, 3, e = makeXonoticCheckBox(1, "cl_weaponimpulsemode", _("Cycle through only usable weapon selections")));
+ me.TDempty(me, 0.2);
+ me.TD(me, 1, 2.8, e = makeXonoticCheckBox(1, "cl_weaponimpulsemode", _("Cycle through only usable weapon selections")));
e.sendCvars = true;
- me.TR(me);
+
+ me.gotoRC(me, 0, 3); me.setFirstColumn(me, me.currentColumn);
+ me.TD(me, 1, 3, e = makeXonoticHeaderLabel(_("Weapon Options")));
me.TR(me);
me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_unpress_attack_on_weapon_switch", _("Release attack buttons when you switch weapons")));
me.TR(me);
_("Automatically switch to newly picked up weapons if they are better than what you are carrying")));
e.sendCvars = true;
me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Auto switch in CTS:")));
- me.TD(me, 1, 2, e = makeXonoticMixedSlider("cl_autoswitch_cts"));
+ me.TD(me, 1, 1.2, e = makeXonoticTextLabel(0, _("Auto switch in CTS:")));
+ me.TD(me, 1, 1.8, e = makeXonoticMixedSlider("cl_autoswitch_cts"));
e.addText(e, _("Never"), 0);
e.addText(e, _("Default"), -1);
e.addText(e, _("Always"), 1);
e.configureXonoticMixedSliderValues(e);
e.sendCvars = true;
+
+ me.TR(me);
me.TR(me);
+ me.TD(me, 1, 3, e = makeXonoticHeaderLabel(_("Weapon Visuals")));
me.TR(me);
me.TD(me, 1, 3, e = makeXonoticCheckBox_T(0, "r_drawviewmodel", _("Draw 1st person weapon model"),
_("Draw the weapon model")));
me.TR(me);
me.TDempty(me, 0.2);
- me.TD(me, 1, 0.9, e = makeXonoticRadioButton_T(1, "cl_gunalign", "4", _("Left align"),
+ me.TD(me, 1, 2.8/3, e = makeXonoticRadioButton_T(1, "cl_gunalign", "4", _("Left align"),
_("Position of the weapon model; requires reconnect")));
setDependent(e, "r_drawviewmodel", 1, 1);
- me.TD(me, 1, 0.9, e = makeXonoticRadioButton_T(1, "cl_gunalign", "1", _("Center"),
+ me.TD(me, 1, 2.8/3, e = makeXonoticRadioButton_T(1, "cl_gunalign", "1", _("Center"),
_("Position of the weapon model; requires reconnect")));
setDependent(e, "r_drawviewmodel", 1, 1);
- me.TD(me, 1, 1.0, e = makeXonoticRadioButton_T(1, "cl_gunalign", "3", _("Right align"),
+ me.TD(me, 1, 2.8/3, e = makeXonoticRadioButton_T(1, "cl_gunalign", "3", _("Right align"),
_("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:")));
+ me.TDempty(me, 0.2);
+ 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.TR(me);
+ me.TD(me, 1, 1.2, e = makeXonoticTextLabel(0, _("Weapon model opacity:")));
setDependent(e, "r_drawviewmodel", 1, 1);
- me.TD(me, 1, 2, e = makeXonoticMixedSlider("cl_viewmodel_alpha"));
+ me.TD(me, 1, 1.8, 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, "75%", 0.75);
e.addText(e, "100%", 1);
e.configureXonoticMixedSliderValues(e);
+
+ me.TR(me);
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, 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.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.TD(me, 1, 2.8/3, e = makeXonoticRadioButton(1, "cl_tracers_teamcolor", "0", _("Never")));
+ me.TD(me, 1, 2.8/3, e = makeXonoticRadioButton(1, "cl_tracers_teamcolor", "1", _("In team games")));
+ me.TD(me, 1, 2.8/3, e = makeXonoticRadioButton(1, "cl_tracers_teamcolor", "2", _("Always")));
+
me.gotoRC(me, me.rows - 1, 0); me.setFirstColumn(me, me.currentColumn);
me.TD(me, 1, me.columns, weaponsApplyButton);
}