From 76e5b283b24d5d6ed6156dddfdd645fe9847e952 Mon Sep 17 00:00:00 2001 From: Martin Taibr Date: Wed, 20 Feb 2019 20:54:34 +0100 Subject: [PATCH] remove 2 sliders from damagetext menu --- .../mutators/mutator/damagetext/cl_damagetext.qc | 2 +- .../mutators/mutator/damagetext/ui_damagetext.qc | 13 ------------- 2 files changed, 1 insertion(+), 14 deletions(-) diff --git a/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc b/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc index e9d2acd8f..5e59fd9f3 100644 --- a/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc +++ b/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc @@ -237,7 +237,7 @@ NET_HANDLE(damagetext, bool isNew) if (can_use_3d && !prefer_2d) { // world coords - // using 1 as minimum because of shotgun (same as menu) + // 1 as min because shotgun sends damagetext per pellet (see https://gitlab.com/xonotic/xonotic-data.pk3dir/issues/1994). for (entity e = findradius(entcs.origin, max(autocvar_cl_damagetext_accumulate_range, 1)); e; e = e.chain) { if (e.instanceOfDamageText && !e.m_screen_coords // we're using origin for both world coords and screen coords so avoid mismatches diff --git a/qcsrc/common/mutators/mutator/damagetext/ui_damagetext.qc b/qcsrc/common/mutators/mutator/damagetext/ui_damagetext.qc index 6ba83e922..4f7f045d8 100644 --- a/qcsrc/common/mutators/mutator/damagetext/ui_damagetext.qc +++ b/qcsrc/common/mutators/mutator/damagetext/ui_damagetext.qc @@ -26,19 +26,6 @@ CLASS(XonoticDamageTextSettings, XonoticTab) setDependent(e, "cl_damagetext", 1, 1); this.TD(this, 1, 2, e = makeXonoticSlider(0, 50, 1, "cl_damagetext_size_max")); setDependent(e, "cl_damagetext", 1, 1); - this.TR(this); - this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Accumulate range:"))); - setDependent(e, "cl_damagetext", 1, 1); - // 1 as min because shotgun sends damagetext per pellet (see https://gitlab.com/xonotic/xonotic-data.pk3dir/issues/1994). - // It's capped to 1 in code too but let's not lie to users by allowing the slider to go to 0, it would still accumulate - // when hitting a stationary player using a weapon with no push. - this.TD(this, 1, 2, e = makeXonoticSlider(1, 500, 1, "cl_damagetext_accumulate_range")); - setDependent(e, "cl_damagetext", 1, 1); - this.TR(this); - this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Lifetime:"))); - setDependent(e, "cl_damagetext", 1, 1); - this.TD(this, 1, 2, e = makeXonoticSlider(0, 10, 1, "cl_damagetext_alpha_lifetime")); - setDependent(e, "cl_damagetext", 1, 1); this.TR(this); this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:"))); setDependent(e, "cl_damagetext", 1, 1); -- 2.39.2