}
me.gotoRC(me, 0, 3.5); me.setFirstColumn(me, me.currentColumn);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, "Field of View:"));
+ me.TD(me, 1, 1, e = makeXonoticTextLabel(0, "Field of view:"));
me.TD(me, 1, 2, e = makeXonoticSlider(60, 130, 1, "fov"));
me.TR(me);
me.TD(me, 1, 1, e = makeXonoticTextLabel(0, "Damage kick:"));
me.TR(me);
sl = makeXonoticSlider(0.45, 0.75, 0.01, "cl_bobcycle");
me.TD(me, 1, 1, e = makeXonoticSliderCheckBox(0, 1, sl, "View bobbing:"));
- me.TD(me, 1, 2, sl);
-
- me.TR(me);
+ me.TD(me, 1, 2, sl);
me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, "Zoom Factor:"));
+ me.TD(me, 1, 1, e = makeXonoticTextLabel(0, "Zoom factor:"));
me.TD(me, 1, 2, e = makeXonoticSlider(2, 16, 0.5, "cl_zoomfactor"));
me.TR(me);
sl = makeXonoticSlider(1, 8, 0.5, "cl_zoomspeed");
e0.allowCut = 1;
me.TR(me);
me.TR(me);
- me.TD(me, 1, 2, e = makeXonoticCheckBox(0, "crosshair_per_weapon", "Per weapon crosshairs"));
- me.TD(me, 1, 1.3, e = makeXonoticCheckBox(1, "crosshair_color_override", "& crosshair colors"));
+ me.TD(me, 1, 0.75, e = makeXonoticTextLabel(0, "Crosshair:"));
+ me.TD(me, 1, 1.00, e = makeXonoticCheckBox(0, "crosshair_per_weapon", "Per weapon"));
+ me.TD(me, 1, 1.25, e = makeXonoticCheckBox(1, "crosshair_color_override", "& Per weapon colors"));
setDependent(e, "crosshair_per_weapon", 1, 1);
me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, "Crosshair:"));
+ me.TDempty(me, 0.5);
for(i = 1; i <= 10; ++i) {
me.TDNoMargin(me, 1, 2 / 10, e = makeXonoticCrosshairButton(3, i), '1 1 0');
setDependent(e, "crosshair_per_weapon", 0, 0);
}
me.TR(me);
- me.TDempty(me, 1);
+ me.TDempty(me, 0.5);
for(i = 11; i <= 20; ++i) {
me.TDNoMargin(me, 1, 2 / 10, e = makeXonoticCrosshairButton(3, i), '1 1 0');
setDependent(e, "crosshair_per_weapon", 0, 0);
}
me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, "Crosshair Size:"));
- me.TD(me, 1, 2, e = makeXonoticSlider(0.40, 2, 0.05, "crosshair_size"));
+ me.TDempty(me, 0.2);
+ me.TD(me, 1, 1, e = makeXonoticTextLabel(0, "Crosshair size:"));
+ me.TD(me, 1, 1.8, e = makeXonoticSlider(0.10, 1.5, 0.05, "crosshair_size"));
me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, "Crosshair Alpha:"));
- me.TD(me, 1, 2, e = makeXonoticSlider(0, 1, 0.01, "crosshair_color_alpha"));
+ me.TDempty(me, 0.2);
+ me.TD(me, 1, 1, e = makeXonoticTextLabel(0, "Crosshair alpha:"));
+ me.TD(me, 1, 1.8, e = makeXonoticSlider(0, 1, 0.1, "crosshair_color_alpha"));
me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, "Crosshair Red:"));
- me.TD(me, 1, 2, e = makeXonoticSlider(0, 1, 0.01, "crosshair_color_red"));
+ me.TDempty(me, 0.2);
+ me.TD(me, 1, 1, e = makeXonoticTextLabel(0, "Crosshair red:"));
+ me.TD(me, 1, 1.8, e = makeXonoticSlider(0, 1, 0.01, "crosshair_color_red"));
setDependentOR(e, "crosshair_per_weapon", 0, 0, "crosshair_color_override", 1, 1);
me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, "Crosshair Green:"));
- me.TD(me, 1, 2, e = makeXonoticSlider(0, 1, 0.01, "crosshair_color_green"));
+ me.TDempty(me, 0.2);
+ me.TD(me, 1, 1, e = makeXonoticTextLabel(0, "Crosshair green:"));
+ me.TD(me, 1, 1.8, e = makeXonoticSlider(0, 1, 0.01, "crosshair_color_green"));
setDependentOR(e, "crosshair_per_weapon", 0, 0, "crosshair_color_override", 1, 1);
me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, "Crosshair Blue:"));
- me.TD(me, 1, 2, e = makeXonoticSlider(0, 1, 0.01, "crosshair_color_blue"));
+ me.TDempty(me, 0.2);
+ me.TD(me, 1, 1, e = makeXonoticTextLabel(0, "Crosshair blue:"));
+ me.TD(me, 1, 1.8, e = makeXonoticSlider(0, 1, 0.01, "crosshair_color_blue"));
setDependentOR(e, "crosshair_per_weapon", 0, 0, "crosshair_color_override", 1, 1);
+ me.TR(me);
+ me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "crosshair_dot", "Enable centered dot"));
+ me.TR(me);
+ me.TDempty(me, 0.2);
+ me.TD(me, 1, 0.5, e = makeXonoticTextLabel(0, "Size:"));
+ me.TD(me, 1, 0.9, e = makeXonoticSlider(0.2, 2, 0.1, "crosshair_dot_size"));
+ setDependent(e, "crosshair_dot", 1, 1);
+ me.TD(me, 1, 0.5, e = makeXonoticTextLabel(0, "Alpha:"));
+ me.TD(me, 1, 0.9, e = makeXonoticSlider(0.10, 1, 0.1, "crosshair_dot_alpha"));
+ setDependent(e, "crosshair_dot", 1, 1);
me.TR(me);
me.TD(me, 1, 1, e = makeXonoticTextLabel(0, "Hit test:"));
me.TD(me, 1, 2/3, e = makeXonoticRadioButton(1, "crosshair_hittest", "0", "None"));
me.TDempty(me, 0.5);
me.TR(me);
me.TDempty(me, 0.4);
- me.TD(me, 1, 2.2, e = makeXonoticButton("HUD Setup", '0 0 0'));
+ me.TD(me, 1, 2.2, e = makeXonoticButton("Enter HUD editor", '0 0 0'));
e.onClick = HUDSetup_Join_Click;
e.onClickEntity = me;
me.TDempty(me, 0.5);
me.TR(me);
#ifdef ALLOW_FORCEMODELS
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, "Force Models:"));
+ me.TD(me, 1, 1, e = makeXonoticTextLabel(0, "Force models:"));
me.TD(me, 1, 2/3, e = makeXonoticRadioButton(2, string_null, string_null, "None"));
me.TD(me, 1, 2/3, e = makeXonoticRadioButton(2, "cl_forceplayermodelsfromxonotic", string_null, "Custom"));
me.TD(me, 1, 2/3, e = makeXonoticRadioButton(2, "cl_forceplayermodels", string_null, "All"));