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, 2.8, e = makeXonoticCheckBox(0, "crosshair_hittest_blur", _("Blur crosshair if the shot is obstructed")));
+ me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "crosshair_hittest_blur", _("Blur crosshair if the shot is obstructed")));
setDependentAND(e, "crosshair_hittest", 1, 100, "crosshair_enabled", 1, 2);
me.TR(me);
- me.TD(me, 1, 2.8, e = makeXonoticCheckBoxEx(1.25, 0, "crosshair_hittest_scale", _("Enlarge crosshair if targeting an enemy")));
+ me.TD(me, 1, 3, e = makeXonoticCheckBoxEx(1.25, 0, "crosshair_hittest_scale", _("Enlarge crosshair if targeting an enemy")));
setDependentAND(e, "crosshair_hittest", 1, 100, "crosshair_enabled", 1, 2);
me.TR(me);
me.TD(me, 1, 3, e = makeXonoticCheckBoxEx(0.5, 0, "crosshair_hitindication", _("Animate crosshair when hitting an enemy")));
me.TR(me);
me.TR(me);
//me.TDempty(me, 0.2);
- me.TD(me, 1, 2.8, e = makeXonoticCheckBox(0, "cl_reticle", _("Display reticle 2D overlay while zooming")));
+ me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_reticle", _("Display reticle 2D overlay while zooming")));
me.TR(me);
//me.TDempty(me, 0.2);
- me.TD(me, 1, 2.8, e = makeXonoticCheckBox(0, "cl_unpress_zoom_on_death", _("Release zoom when you die or respawn")));
+ me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_unpress_zoom_on_death", _("Release zoom when you die or respawn")));
makeMulti(e, "cl_unpress_zoom_on_spawn");
me.TR(me);
//me.TDempty(me, 0.2);
- me.TD(me, 1, 2.8, e = makeXonoticCheckBox(0, "cl_unpress_zoom_on_weapon_switch", _("Release zoom when you switch weapons")));
+ me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_unpress_zoom_on_weapon_switch", _("Release zoom when you switch weapons")));
}
#endif