diff --git a/Projects/Android/jni/JKVR/JKVR_SurfaceView.cpp b/Projects/Android/jni/JKVR/JKVR_SurfaceView.cpp
index ad6dc38..e203529 100644
--- a/Projects/Android/jni/JKVR/JKVR_SurfaceView.cpp
+++ b/Projects/Android/jni/JKVR/JKVR_SurfaceView.cpp
@@ -813,6 +813,11 @@ void updateHMDOrientation()
if (!vr.third_person){
VectorCopy(vr.hmdorientation, vr.hmdorientation_first);
}
+
+ if (!vr.remote_turret)
+ {
+ VectorCopy(vr.weaponangles, vr.weaponangles_first);
+ }
}
void setHMDPosition( float x, float y, float z )
@@ -858,7 +863,18 @@ void JKVR_Vibrate( int duration, int channel, float intensity )
void JKVR_GetMove(float *forward, float *side, float *pos_forward, float *pos_side, float *up,
float *yaw, float *pitch, float *roll)
{
- if (!vr.third_person) {
+ if (vr.remote_turret) {
+ *forward = 0.0f;
+ *pos_forward = 0.0f;
+ *up = 0.0f;
+ *side = 0.0f;
+ *pos_side = 0.0f;
+ *yaw = vr.snapTurn + vr.hmdorientation_first[YAW] +
+ vr.weaponangles[YAW] - vr.weaponangles_first[YAW];
+ *pitch = vr.weaponangles[PITCH];
+ *roll = 0.0f;
+ }
+ else if (!vr.third_person) {
*forward = remote_movementForward;
*pos_forward = positional_movementForward;
*up = remote_movementUp;
diff --git a/Projects/Android/jni/JKVR/VrClientInfo.h b/Projects/Android/jni/JKVR/VrClientInfo.h
index ff26d4a..21293e6 100644
--- a/Projects/Android/jni/JKVR/VrClientInfo.h
+++ b/Projects/Android/jni/JKVR/VrClientInfo.h
@@ -6,6 +6,7 @@
typedef struct {
bool cin_camera; // cinematic camera taken over
bool misc_camera; // looking through a misc camera view entity
+ bool remote_turret; // controlling a remote turret
bool using_screen_layer;
bool third_person;
float fov;
@@ -34,6 +35,7 @@ typedef struct {
vec3_t weaponangles;
vec3_t weaponangles_last; // Don't use this, it is just for calculating delta!
vec3_t weaponangles_delta;
+ vec3_t weaponangles_first; // only updated when in first person
vec3_t clientviewangles; //orientation in the client - we use this in the cgame
float snapTurn; // how much turn has been applied to the yaw by joystick
diff --git a/Projects/Android/jni/JKVR/VrInputDefault.cpp b/Projects/Android/jni/JKVR/VrInputDefault.cpp
index 5354e18..c133f54 100644
--- a/Projects/Android/jni/JKVR/VrInputDefault.cpp
+++ b/Projects/Android/jni/JKVR/VrInputDefault.cpp
@@ -688,9 +688,8 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
//Use smooth in 3rd person
bool usingSnapTurn = vr_turn_mode->integer == 0 ||
- (vr.third_person && vr_turn_mode->integer == 1);
+ (!vr.third_person && vr_turn_mode->integer == 1);
- //No snap turn when using mounted gun
static int increaseSnap = true;
if (!vr.item_selector && !vr.scopeengaged) {
if (usingSnapTurn) {
diff --git a/Projects/Android/jni/OpenJK/code/cgame/cg_local.h b/Projects/Android/jni/OpenJK/code/cgame/cg_local.h
index bda52c3..00f9a53 100644
--- a/Projects/Android/jni/OpenJK/code/cgame/cg_local.h
+++ b/Projects/Android/jni/OpenJK/code/cgame/cg_local.h
@@ -651,7 +651,6 @@ extern vmCvar_t fx_debug;
extern vmCvar_t cg_missionInfoFlashTime;
extern vmCvar_t cg_hudFiles;
-extern vmCvar_t cg_showForcePowerDirection;
extern vmCvar_t cg_forceSpeedFOVAdjust;
extern vmCvar_t cg_turnAnims;
diff --git a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_draw.cpp b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_draw.cpp
index 720a01a..7bce186 100644
--- a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_draw.cpp
+++ b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_draw.cpp
@@ -1824,7 +1824,8 @@ static void CG_DrawCrosshair3D(int type) // 0 - force, 1 - weapons
vec3_t endpos;
refEntity_t ent;
- if ( !cg_drawCrosshair.integer ) {
+ if (( type == 1 && !cg_drawCrosshair.integer) ||
+ (type == 0 && !cg_drawCrosshairForce.integer)) {
return;
}
@@ -1860,7 +1861,8 @@ static void CG_DrawCrosshair3D(int type) // 0 - force, 1 - weapons
if (type == 0)
{
if (showPowers[cg.forcepowerSelect] == FP_HEAL ||
- showPowers[cg.forcepowerSelect] == FP_SPEED)
+ showPowers[cg.forcepowerSelect] == FP_SPEED ||
+ vr->weapon_stabilised)
{
return;
}
@@ -1877,7 +1879,7 @@ static void CG_DrawCrosshair3D(int type) // 0 - force, 1 - weapons
w *= ( 1 + f );
}
- ca = cg_drawCrosshair.integer;
+ ca = (type == 1) ? cg_drawCrosshair.integer : cg_drawCrosshairForce.integer;
if (ca < 0) {
ca = 0;
}
@@ -2093,7 +2095,8 @@ static void CG_ScanForCrosshairEntity( qboolean scanAll )
return;
}
*/
- if ( cg_entities[cg.snap->ps.clientNum].currentState.eFlags & EF_LOCKED_TO_WEAPON ) {
+ if ( cg_entities[cg.snap->ps.clientNum].currentState.eFlags & EF_LOCKED_TO_WEAPON ||
+ (!Q_stricmp( "misc_panel_turret", g_entities[cg.snap->ps.viewEntity].classname ))) {
//draw crosshair at endpoint
CG_DrawCrosshair(trace.endpos);
}
@@ -2778,9 +2781,11 @@ void CG_DrawActive( stereoFrame_t stereoView ) {
CG_Error( "CG_DrawActive: Undefined stereoView" );
}
+ vr->remote_turret = (!Q_stricmp( "misc_panel_turret", g_entities[cg.snap->ps.viewEntity].classname ));
in_misccamera = ( !Q_stricmp( "misc_camera", g_entities[cg.snap->ps.viewEntity].classname ))
- || ( !Q_stricmp( "NPC", g_entities[cg.snap->ps.viewEntity].classname ));
- bool in_turret = ( cg_entities[cg.snap->ps.clientNum].currentState.eFlags & EF_LOCKED_TO_WEAPON );
+ || ( !Q_stricmp( "NPC", g_entities[cg.snap->ps.viewEntity].classname )
+ || vr->remote_turret);
+ bool emplaced_gun = ( cg_entities[cg.snap->ps.clientNum].currentState.eFlags & EF_LOCKED_TO_WEAPON );
cg.refdef.worldscale = cg_worldScale.value;
if (!in_camera &&
@@ -2804,7 +2809,7 @@ void CG_DrawActive( stereoFrame_t stereoView ) {
AnglesToAxis(cg.refdef.viewangles, cg.refdef.viewaxis);
}
- if ((in_camera && vr->immersive_cinematics) || in_turret || cg.renderingThirdPerson)
+ if ((in_camera && vr->immersive_cinematics) || emplaced_gun || cg.renderingThirdPerson)
{
BG_ConvertFromVR(vr->hmdposition_offset, cg.refdef.vieworg, cg.refdef.vieworg);
}
@@ -2823,7 +2828,7 @@ void CG_DrawActive( stereoFrame_t stereoView ) {
cgi_R_LAGoggles();
}
- if (!in_turret && !in_misccamera && !in_camera) {
+ if (!emplaced_gun && !in_misccamera && !in_camera) {
//Vertical Positional Movement
cg.refdef.vieworg[2] -= DEFAULT_PLAYER_HEIGHT;
cg.refdef.vieworg[2] += (vr->hmdposition[1] + cg_heightAdjust.value) * cg_worldScale.value;
diff --git a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_local.h b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_local.h
index e319190..1aae0f9 100644
--- a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_local.h
+++ b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_local.h
@@ -573,6 +573,7 @@ extern vmCvar_t cg_drawFPS;
extern vmCvar_t cg_drawSnapshot;
extern vmCvar_t cg_drawAmmoWarning;
extern vmCvar_t cg_drawCrosshair;
+extern vmCvar_t cg_drawCrosshairForce;
extern vmCvar_t cg_dynamicCrosshair;
extern vmCvar_t cg_crosshairForceHint;
extern vmCvar_t cg_crosshairIdentifyTarget;
@@ -639,7 +640,6 @@ extern vmCvar_t cg_missionInfoCentered;
extern vmCvar_t cg_missionInfoFlashTime;
extern vmCvar_t cg_hudFiles;
-extern vmCvar_t cg_showForcePowerDirection;
extern vmCvar_t cg_forceSpeedFOVAdjust;
diff --git a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_main.cpp b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_main.cpp
index 570b74f..f1d5239 100644
--- a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_main.cpp
+++ b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_main.cpp
@@ -252,6 +252,7 @@ vmCvar_t cg_drawFPS;
vmCvar_t cg_drawSnapshot;
vmCvar_t cg_drawAmmoWarning;
vmCvar_t cg_drawCrosshair;
+vmCvar_t cg_drawCrosshairForce;
vmCvar_t cg_crosshairIdentifyTarget;
vmCvar_t cg_dynamicCrosshair;
vmCvar_t cg_crosshairForceHint;
@@ -322,7 +323,6 @@ vmCvar_t cg_missionInfoCentered;
vmCvar_t cg_missionInfoFlashTime;
vmCvar_t cg_hudFiles;
-vmCvar_t cg_showForcePowerDirection;
vmCvar_t cg_forceSpeedFOVAdjust;
vmCvar_t vr_weapon_adjustment_1;
@@ -387,6 +387,7 @@ static cvarTable_t cvarTable[] = {
{ &cg_drawSnapshot, "cg_drawSnapshot", "0", CVAR_ARCHIVE },
{ &cg_drawAmmoWarning, "cg_drawAmmoWarning", "1", CVAR_ARCHIVE },
{ &cg_drawCrosshair, "cg_drawCrosshair", "4", CVAR_ARCHIVE },
+ { &cg_drawCrosshairForce, "cg_drawCrosshairForce", "4", CVAR_ARCHIVE },
{ &cg_dynamicCrosshair, "cg_dynamicCrosshair", "1", CVAR_ARCHIVE },
{ &cg_crosshairIdentifyTarget, "cg_crosshairIdentifyTarget", "1", CVAR_ARCHIVE },
{ &cg_crosshairForceHint, "cg_crosshairForceHint", "1", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART },
@@ -459,7 +460,6 @@ static cvarTable_t cvarTable[] = {
{ &cg_missionInfoCentered, "cg_missionInfoCentered", "1", CVAR_ARCHIVE },
{ &cg_missionInfoFlashTime, "cg_missionInfoFlashTime", "10000", 0 },
{ &cg_hudFiles, "cg_hudFiles", "ui/jk2hud.txt", CVAR_ARCHIVE},
- { &cg_showForcePowerDirection, "cg_showForcePowerDirection", "1", CVAR_ARCHIVE},
{ &cg_forceSpeedFOVAdjust, "cg_forceSpeedFOVAdjust", "1", CVAR_ARCHIVE},
//Default Weapon adjustments - these WILL be overridden
diff --git a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_scoreboard.cpp b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_scoreboard.cpp
index 58952b5..5b26b7c 100644
--- a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_scoreboard.cpp
+++ b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_scoreboard.cpp
@@ -490,7 +490,7 @@ qboolean CG_DrawScoreboard( void )
if (((cg.predicted_player_state.pm_type == PM_DEAD) && (cg.missionStatusDeadTime < level.time))
|| (cg.missionStatusShow))
{
- //CG_MissionFailed();
+ CG_MissionFailed();
return qtrue;
}
diff --git a/Projects/Android/jni/OpenJK/codeJK2/game/bg_pmove.cpp b/Projects/Android/jni/OpenJK/codeJK2/game/bg_pmove.cpp
index 4727bab..9cca5c6 100644
--- a/Projects/Android/jni/OpenJK/codeJK2/game/bg_pmove.cpp
+++ b/Projects/Android/jni/OpenJK/codeJK2/game/bg_pmove.cpp
@@ -38,6 +38,7 @@ along with this program; if not, see .
#include "../cgame/cg_local.h" // yeah I know this is naughty, but we're shipping soon...
#include "wp_saber.h"
#include
+#include
extern qboolean G_DoDismemberment( gentity_t *self, vec3_t point, int mod, int damage, int hitLoc, qboolean force = qfalse );
extern qboolean G_EntIsUnlockedDoor( int entityNum );
@@ -8395,7 +8396,8 @@ extern void ForceHeal( gentity_t *self );
extern void ForceTelepathy( gentity_t *self );
void PM_CheckForceUseButton( gentity_t *ent, usercmd_t *ucmd )
{
- if ( !ent )
+ if ( !ent ||
+ (vr->weapon_stabilised && showPowers[cg.forcepowerSelect] >= FP_PUSH))
{
return;
}
diff --git a/Projects/Android/jni/OpenJK/codeJK2/game/wp_saber.cpp b/Projects/Android/jni/OpenJK/codeJK2/game/wp_saber.cpp
index 088ee0e..4783acc 100644
--- a/Projects/Android/jni/OpenJK/codeJK2/game/wp_saber.cpp
+++ b/Projects/Android/jni/OpenJK/codeJK2/game/wp_saber.cpp
@@ -5725,20 +5725,6 @@ void ForceThrow( gentity_t *self, qboolean pull )
{
BG_CalculateVROffHandPosition(origin, fwdangles);
- if (cg_showForcePowerDirection.integer)
- {
- vec3_t color = { 0, 255, 0 };
- AngleVectors( fwdangles, forward, right, NULL );
- VectorCopy( origin, center );
-
- //Quick hint as to where we fired
- VectorMA( origin, radius, forward, end );
- FX_AddLine( origin, end, 0.1f, 1.0f, 0.0f,
- 1.0f, 0.0f, 0.0f,
- color, color, 0.0f,
- 500, cgi_R_RegisterShader( "gfx/misc/nav_line" ),
- FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
- }
}
else
{
@@ -6764,19 +6750,6 @@ void ForceTelepathy( gentity_t *self )
{
BG_CalculateVROffHandPosition(origin, angles);
AngleVectors(angles, forward, NULL, NULL);
-
- if (cg_showForcePowerDirection.integer)
- {
- vec3_t color = { 0, 255, 0 };
- AngleVectors( angles, forward, NULL, NULL );
- VectorMA( origin, 512, forward, end );
- FX_AddLine( origin, end, 0.1f, 1.0f, 0.0f,
- 1.0f, 0.0f, 0.0f,
- color, color, 0.0f,
- 500, cgi_R_RegisterShader( "gfx/misc/nav_line" ),
- FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
-
- }
}
else
{
@@ -7001,19 +6974,6 @@ void ForceGrip( gentity_t *self )
{
BG_CalculateVROffHandPosition(origin, angles);
AngleVectors(angles, forward, NULL, NULL);
-
- if (cg_showForcePowerDirection.integer)
- {
- vec3_t color = { 0, 255, 0 };
- AngleVectors( angles, forward, NULL, NULL );
- VectorMA( origin, FORCE_GRIP_DIST, forward, end );
- FX_AddLine( origin, end, 0.1f, 1.0f, 0.0f,
- 1.0f, 0.0f, 0.0f,
- color, color, 0.0f,
- 500, cgi_R_RegisterShader( "gfx/misc/nav_line" ),
- FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
-
- }
}
else
{
diff --git a/assets/openjo_sp.cfg b/assets/openjo_sp.cfg
index 3d2cd75..43ec760 100644
--- a/assets/openjo_sp.cfg
+++ b/assets/openjo_sp.cfg
@@ -80,6 +80,7 @@ seta cg_crosshairY "0"
seta cg_draw2D "1"
seta cg_drawAmmoWarning "1"
seta cg_drawCrosshair "4"
+seta cg_drawCrosshairForce "4"
seta cg_drawFPS "0"
seta cg_drawGun "1"
seta cg_drawSnapshot "0"
@@ -101,7 +102,6 @@ seta cg_runpitch "0.002"
seta cg_runroll "0.005"
seta cg_saberAutoThird "0"
seta cg_shadows "1"
-seta cg_showForcePowerDirection "1"
seta cg_simpleItems "0"
seta cg_stereoSeparation "0.065"
seta cg_thirdPersonRange "80"
diff --git a/z_vr_assets/strip/menus_vr.sp b/z_vr_assets/strip/menus_vr.sp
index 79dddff..ff0f64e 100644
--- a/z_vr_assets/strip/menus_vr.sp
+++ b/z_vr_assets/strip/menus_vr.sp
@@ -3,7 +3,7 @@ CONFIG W:\bin\striped.cfg
ID 100
REFERENCE MENUS_VR
DESCRIPTION "VR Menu Localizations"
-COUNT 98
+COUNT 102
INDEX 0
{
REFERENCE COMMON_CONTROLS_ITEM
@@ -162,12 +162,12 @@ INDEX 30
INDEX 31
{
REFERENCE FORCE_POWER_DIRECTION_ITEM
- TEXT_LANGUAGE1 "Force Power Direction Hint:"
+ TEXT_LANGUAGE1 "OBSOLETE Force Power Direction Hint:"
}
INDEX 32
{
REFERENCE FORCE_POWER_DIRECTION_DESC
- TEXT_LANGUAGE1 "Hint as to which direction a force power was fired."
+ TEXT_LANGUAGE1 "OBSOLETE Hint as to which direction a force power was fired."
}
INDEX 33
{
@@ -402,7 +402,7 @@ INDEX 78
INDEX 79
{
REFERENCE CHEATS_GIVE_SABER_DESC
- TEXT_LANGUAGE1 "Gives only lighsaber."
+ TEXT_LANGUAGE1 "Gives only lighsaber (with powers to use it)."
}
INDEX 80
{
@@ -412,7 +412,7 @@ INDEX 80
INDEX 81
{
REFERENCE CHEATS_GIVE_WEAPONS_DESC
- TEXT_LANGUAGE1 "Gives all weapons."
+ TEXT_LANGUAGE1 "Gives all weapons (including powers to use lightsaber)."
}
INDEX 82
{
@@ -493,4 +493,24 @@ INDEX 97
{
REFERENCE CHEATS_ITEM
TEXT_LANGUAGE1 "CHEATS"
-}
\ No newline at end of file
+}
+INDEX 98
+{
+ REFERENCE WEAPON_CROSSHAIR_ITEM
+ TEXT_LANGUAGE1 "Weapon Crosshair:"
+}
+INDEX 99
+{
+ REFERENCE WEAPON_CROSSHAIR_DESC
+ TEXT_LANGUAGE1 "Select style of weapon crosshair or disable it."
+}
+INDEX 100
+{
+ REFERENCE FORCE_CROSSHAIR_ITEM
+ TEXT_LANGUAGE1 "Force Power Crosshair:"
+}
+INDEX 101
+{
+ REFERENCE FORCE_CROSSHAIR_DESC
+ TEXT_LANGUAGE1 "Select style of force power crosshair or disable it."
+}
diff --git a/z_vr_assets/ui/controls.menu b/z_vr_assets/ui/controls.menu
index 8d16977..6f30e40 100644
--- a/z_vr_assets/ui/controls.menu
+++ b/z_vr_assets/ui/controls.menu
@@ -1479,40 +1479,6 @@
// FORCE MENU
//
//----------------------------------------------------------------------------------------------
- itemDef
- {
- name none
- group forcecontrols
- type ITEM_TYPE_YESNO
- text @MENUS_VR_FORCE_POWER_DIRECTION_ITEM
- cvar "cg_showForcePowerDirection"
- rect 340 191 300 20
- textalign ITEM_ALIGN_RIGHT
- textalignx 151
- textaligny -2
- font 2
- textscale 0.8
- forecolor 1 1 1 1
- visible 0
- // appearance_slot 2
- descText @MENUS_VR_FORCE_POWER_DIRECTION_DESC
- action
- {
- play sound/interface/button1
- }
-
- mouseenter
- {
- show highlight2
- }
-
- mouseexit
- {
- hide highlight2
- }
-
- }
-
itemDef
{
name none
@@ -1520,7 +1486,7 @@
type ITEM_TYPE_YESNO
text @MENUS_VR_FORCE_SPEED_FOV_ITEM
cvar "cg_forceSpeedFOVAdjust"
- rect 340 211 300 20
+ rect 340 191 300 20
textalign ITEM_ALIGN_RIGHT
textalignx 151
textaligny -2
@@ -1537,12 +1503,12 @@
mouseenter
{
- show highlight3
+ show highlight2
}
mouseexit
{
- hide highlight3
+ hide highlight2
}
}
diff --git a/z_vr_assets/ui/datapadcheats.menu b/z_vr_assets/ui/datapadcheats.menu
index a0f5a92..cda1dc0 100644
--- a/z_vr_assets/ui/datapadcheats.menu
+++ b/z_vr_assets/ui/datapadcheats.menu
@@ -217,7 +217,7 @@
action
{
play "sound/interface/button1.wav" ;
- exec "give weapon_saber;"
+ exec "give weapon_saber; setSaberThrow 2; setSaberDefense 3; setSaberOffense 3;"
}
}
@@ -241,7 +241,7 @@
action
{
play "sound/interface/button1.wav" ;
- exec "give weapons;"
+ exec "give weapons; setSaberThrow 2; setSaberDefense 3; setSaberOffense 3;"
}
}
@@ -289,7 +289,7 @@
action
{
play "sound/interface/button1.wav" ;
- exec "setforceall 2"
+ exec "setforceall 3"
}
}
diff --git a/z_vr_assets/ui/ingamecontrols.menu b/z_vr_assets/ui/ingamecontrols.menu
index d1a29b4..01ec4da 100644
--- a/z_vr_assets/ui/ingamecontrols.menu
+++ b/z_vr_assets/ui/ingamecontrols.menu
@@ -1478,40 +1478,6 @@
// FORCE MENU
//
//----------------------------------------------------------------------------------------------
- itemDef
- {
- name none
- group forcecontrols
- type ITEM_TYPE_YESNO
- text @MENUS_VR_FORCE_POWER_DIRECTION_ITEM
- cvar "cg_showForcePowerDirection"
- rect 340 191 300 20
- textalign ITEM_ALIGN_RIGHT
- textalignx 151
- textaligny -2
- font 2
- textscale 0.8
- forecolor 1 1 1 1
- visible 0
- // appearance_slot 2
- descText @MENUS_VR_FORCE_POWER_DIRECTION_DESC
- action
- {
- play sound/interface/button1
- }
-
- mouseenter
- {
- show highlight2
- }
-
- mouseexit
- {
- hide highlight2
- }
-
- }
-
itemDef
{
name none
@@ -1519,7 +1485,7 @@
type ITEM_TYPE_YESNO
text @MENUS_VR_FORCE_SPEED_FOV_ITEM
cvar "cg_forceSpeedFOVAdjust"
- rect 340 211 300 20
+ rect 340 191 300 20
textalign ITEM_ALIGN_RIGHT
textalignx 151
textaligny -2
@@ -1536,12 +1502,12 @@
mouseenter
{
- show highlight3
+ show highlight2
}
mouseexit
{
- hide highlight3
+ hide highlight2
}
}
diff --git a/z_vr_assets/ui/ingamesetup.menu b/z_vr_assets/ui/ingamesetup.menu
index 02d457b..2d2bb8c 100644
--- a/z_vr_assets/ui/ingamesetup.menu
+++ b/z_vr_assets/ui/ingamesetup.menu
@@ -1652,7 +1652,7 @@
group video2
type ITEM_TYPE_SLIDER
text @MENUS0_VIDEO_BRIGHTNESS
- cvarfloat "r_gamma" 1 .5 3
+ cvarfloat "r_gamma" 0.05 0.8 1.2
rect 305 251 300 20
textalign ITEM_ALIGN_RIGHT
textalignx 120
@@ -1666,6 +1666,9 @@
action
{
play "sound/interface/button1.wav" ;
+ uiScript update "r_gamma" ;
+ setcvar ui_r_modified 1
+ show applyChanges
}
mouseenter
@@ -1694,7 +1697,7 @@
}
rect 305 271 300 20
textalign ITEM_ALIGN_RIGHT
- textalignx 165
+ textalignx 120
textaligny -2
font 2
textscale 0.8
@@ -1726,7 +1729,7 @@
cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 }
rect 305 291 300 20
textalign ITEM_ALIGN_RIGHT
- textalignx 165
+ textalignx 120
textaligny -2
font 2
textscale 0.8
@@ -1745,8 +1748,7 @@
}
action
{
- play "sound/interface/button1.wav" ;
-
+ play "sound/interface/button1.wav" ;
}
}
@@ -1760,7 +1762,7 @@
cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 }
rect 305 311 300 20
textalign ITEM_ALIGN_RIGHT
- textalignx 165
+ textalignx 120
textaligny -2
font 2
textscale 0.8
@@ -1795,7 +1797,7 @@
cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 }
rect 305 331 300 20
textalign ITEM_ALIGN_RIGHT
- textalignx 165
+ textalignx 120
textaligny -2
font 2
textscale 0.8
@@ -1829,7 +1831,7 @@
cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 }
rect 305 351 300 20
textalign ITEM_ALIGN_RIGHT
- textalignx 165
+ textalignx 120
textaligny -2
font 2
textscale 0.8
@@ -1994,33 +1996,51 @@
// OPTION FIELDS
//
//----------------------------------------------------------------------------------------------
+ itemDef
+ {
+ name crosshair_back
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 472 189 32 24
+ background "gfx/2d/iris_mono"
+ forecolor 1 1 1 0.8
+ visible 1
+ decoration
+ cvarTest cg_drawcrosshair
+ hideCvar { 0 }
+ }
itemDef
{
name draw_crosshair
group options
- type ITEM_TYPE_MULTI
- text @MENUS2_DRAW_CROSSHAIR
+ type ITEM_TYPE_MULTI
+ text @MENUS_VR_WEAPON_CROSSHAIR_ITEM
cvar "cg_drawcrosshair"
- cvarFloatList
- {
- @MENUS0_OFF 0
- @MENUS0_ON 1
+ cvarFloatList {
+ @MENUS0_OFF 0
+ " " 1
+ " " 2
+ " " 3
+ " " 4
+ " " 5
+ " " 6
+ " " 7
+ " " 8
+ " " 9
}
rect 305 191 300 20
- textalign ITEM_ALIGN_RIGHT
+ textalign ITEM_ALIGN_RIGHT
textalignx 165
textaligny -2
font 2
textscale 0.8
forecolor 1 1 1 1
visible 0
- // appearance_slot 1
- descText @MENUS2_TOGGLE_TO_SHOW_OR_HIDE
+ descText @MENUS_VR_WEAPON_CROSSHAIR_DESC
action
{
- play "sound/interface/button1.wav" ;
+ play "sound/interface/button1.wav"
}
-
mouseenter
{
show highlight2
@@ -2030,6 +2050,296 @@
hide highlight2
}
}
+ itemDef
+ {
+ name crosshair1
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 192 24 18
+ background "gfx/2d/crosshairb"
+ forecolor 1 1 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawcrosshair
+ showCvar { 1 }
+ }
+ itemDef
+ {
+ name crosshair2
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 192 24 18
+ background "gfx/2d/crosshairc"
+ forecolor 1 1 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawcrosshair
+ showCvar { 2 }
+ }
+ itemDef
+ {
+ name crosshair3
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 192 24 18
+ background "gfx/2d/crosshaird"
+ forecolor 1 1 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawcrosshair
+ showCvar { 3 }
+ }
+ itemDef
+ {
+ name crosshair4
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 192 24 18
+ background "gfx/2d/crosshaire"
+ forecolor 1 1 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawcrosshair
+ showCvar { 4 }
+ }
+ itemDef
+ {
+ name crosshair5
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 192 24 18
+ background "gfx/2d/crosshairf"
+ forecolor 1 1 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawcrosshair
+ showCvar { 5 }
+ }
+ itemDef
+ {
+ name crosshair6
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 192 24 18
+ background "gfx/2d/crosshairg"
+ forecolor 1 1 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawcrosshair
+ showCvar { 6 }
+ }
+ itemDef
+ {
+ name crosshair7
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 192 24 18
+ background "gfx/2d/crosshairh"
+ forecolor 1 1 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawcrosshair
+ showCvar { 7 }
+ }
+ itemDef
+ {
+ name crosshair8
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 192 24 18
+ background "gfx/2d/crosshairi"
+ forecolor 1 1 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawcrosshair
+ showCvar { 8 }
+ }
+ itemDef
+ {
+ name crosshair9
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 192 24 18
+ background "gfx/2d/crosshaira"
+ forecolor 1 1 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawcrosshair
+ showCvar { 9 }
+ }
+
+
+ itemDef
+ {
+ name force_crosshair_back
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 472 209 32 24
+ background "gfx/2d/iris_mono"
+ forecolor 1 1 1 0.8
+ visible 1
+ decoration
+ cvarTest cg_drawCrosshairForce
+ hideCvar { 0 }
+ }
+ itemDef
+ {
+ name draw_force_crosshair
+ group options
+ type ITEM_TYPE_MULTI
+ text @MENUS_VR_FORCE_CROSSHAIR_ITEM
+ cvar "cg_drawCrosshairForce"
+ cvarFloatList {
+ @MENUS0_OFF 0
+ " " 1
+ " " 2
+ " " 3
+ " " 4
+ " " 5
+ " " 6
+ " " 7
+ " " 8
+ " " 9
+ }
+ rect 305 211 300 20
+ textalign ITEM_ALIGN_RIGHT
+ textalignx 165
+ textaligny -2
+ font 2
+ textscale 0.8
+ forecolor 1 1 1 1
+ visible 0
+ descText @MENUS_VR_FORCE_CROSSHAIR_DESC
+ action
+ {
+ play "sound/interface/button1.wav"
+ }
+ mouseenter
+ {
+ show highlight3
+ }
+ mouseexit
+ {
+ hide highlight3
+ }
+ }
+ itemDef
+ {
+ name force_crosshair1
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 212 24 18
+ background "gfx/2d/crosshairb"
+ forecolor 0.6 0.6 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawCrosshairForce
+ showCvar { 1 }
+ }
+ itemDef
+ {
+ name force_crosshair2
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 212 24 18
+ background "gfx/2d/crosshairc"
+ forecolor 0.6 0.6 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawCrosshairForce
+ showCvar { 2 }
+ }
+ itemDef
+ {
+ name force_crosshair3
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 212 24 18
+ background "gfx/2d/crosshaird"
+ forecolor 0.6 0.6 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawCrosshairForce
+ showCvar { 3 }
+ }
+ itemDef
+ {
+ name force_crosshair4
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 212 24 18
+ background "gfx/2d/crosshaire"
+ forecolor 0.6 0.6 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawCrosshairForce
+ showCvar { 4 }
+ }
+ itemDef
+ {
+ name force_crosshair5
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 212 24 18
+ background "gfx/2d/crosshairf"
+ forecolor 0.6 0.6 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawCrosshairForce
+ showCvar { 5 }
+ }
+ itemDef
+ {
+ name force_crosshair6
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 212 24 18
+ background "gfx/2d/crosshairg"
+ forecolor 0.6 0.6 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawCrosshairForce
+ showCvar { 6 }
+ }
+ itemDef
+ {
+ name force_crosshair7
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 212 24 18
+ background "gfx/2d/crosshairh"
+ forecolor 0.6 0.6 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawCrosshairForce
+ showCvar { 7 }
+ }
+ itemDef
+ {
+ name force_crosshair8
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 212 24 18
+ background "gfx/2d/crosshairi"
+ forecolor 0.6 0.6 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawCrosshairForce
+ showCvar { 8 }
+ }
+ itemDef
+ {
+ name force_crosshair9
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 212 24 18
+ background "gfx/2d/crosshaira"
+ forecolor 0.6 0.6 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawCrosshairForce
+ showCvar { 9 }
+ }
itemDef
@@ -2041,10 +2351,10 @@
cvar "cg_crosshairIdentifyTarget"
cvarFloatList
{
- @MENUS0_OFF 0
+ @MENUS0_OFF 0
@MENUS0_ON 1
}
- rect 305 211 300 20
+ rect 305 231 300 20
textalign ITEM_ALIGN_RIGHT
textalignx 165
textaligny -2
@@ -2061,11 +2371,11 @@
mouseenter
{
- show highlight3
+ show highlight4
}
mouseexit
{
- hide highlight3
+ hide highlight4
}
}
@@ -2087,7 +2397,7 @@
@MENUS2_FREQUENTLY 5
@MENUS2_EXCESSIVELY 6
}
- rect 305 231 300 20
+ rect 305 251 300 20
textalign ITEM_ALIGN_RIGHT
textalignx 165
textaligny -2
@@ -2104,11 +2414,11 @@
mouseenter
{
- show highlight4
+ show highlight5
}
mouseexit
{
- hide highlight4
+ hide highlight5
}
}
@@ -2129,7 +2439,7 @@
}
cvarTest ui_iscensored
hideCvar { 1 }
- rect 325 271 300 20
+ rect 325 291 300 20
textalign ITEM_ALIGN_RIGHT
textalignx 165
textaligny -2
@@ -2145,11 +2455,11 @@
}
mouseenter
{
- show highlight6
+ show highlight7
}
mouseexit
{
- hide highlight6
+ hide highlight7
}
}
@@ -2169,7 +2479,7 @@
}
cvarTest ui_iscensored
hideCvar { 1 }
- rect 325 291 300 20
+ rect 325 311 300 20
textalign ITEM_ALIGN_RIGHT
textalignx 165
textaligny -2
@@ -2185,11 +2495,11 @@
}
mouseenter
{
- show highlight7
+ show highlight8
}
mouseexit
{
- hide highlight7
+ hide highlight8
}
}
diff --git a/z_vr_assets/ui/setup.menu b/z_vr_assets/ui/setup.menu
index d5d80a4..253b8fc 100644
--- a/z_vr_assets/ui/setup.menu
+++ b/z_vr_assets/ui/setup.menu
@@ -1745,7 +1745,7 @@
group video2
type ITEM_TYPE_SLIDER
text @MENUS0_VIDEO_BRIGHTNESS
- cvarfloat "r_gamma" 1 .5 3
+ cvarfloat "r_gamma" 0.05 0.8 1.2
rect 305 251 300 20
textalign ITEM_ALIGN_RIGHT
textalignx 120
@@ -1759,6 +1759,9 @@
action
{
play "sound/interface/button1.wav" ;
+ uiScript update "r_gamma" ;
+ setcvar ui_r_modified 1
+ show applyChanges
}
mouseenter
@@ -1787,7 +1790,7 @@
}
rect 305 271 300 20
textalign ITEM_ALIGN_RIGHT
- textalignx 165
+ textalignx 120
textaligny -2
font 2
textscale 0.8
@@ -1819,7 +1822,7 @@
cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 }
rect 305 291 300 20
textalign ITEM_ALIGN_RIGHT
- textalignx 165
+ textalignx 120
textaligny -2
font 2
textscale 0.8
@@ -1838,8 +1841,7 @@
}
action
{
- play "sound/interface/button1.wav" ;
-
+ play "sound/interface/button1.wav" ;
}
}
@@ -1853,7 +1855,7 @@
cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 }
rect 305 311 300 20
textalign ITEM_ALIGN_RIGHT
- textalignx 165
+ textalignx 120
textaligny -2
font 2
textscale 0.8
@@ -1888,7 +1890,7 @@
cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 }
rect 305 331 300 20
textalign ITEM_ALIGN_RIGHT
- textalignx 165
+ textalignx 120
textaligny -2
font 2
textscale 0.8
@@ -1922,7 +1924,7 @@
cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 }
rect 305 351 300 20
textalign ITEM_ALIGN_RIGHT
- textalignx 165
+ textalignx 120
textaligny -2
font 2
textscale 0.8
@@ -2087,23 +2089,47 @@
// OPTION FIELDS
//
//----------------------------------------------------------------------------------------------
+ itemDef
+ {
+ name crosshair_back
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 472 189 32 24
+ background "gfx/2d/iris_mono"
+ forecolor 1 1 1 0.8
+ visible 1
+ decoration
+ cvarTest cg_drawcrosshair
+ hideCvar { 0 }
+ }
itemDef
{
name draw_crosshair
group options
- type ITEM_TYPE_MULTI
- text @MENUS2_DRAW_CROSSHAIR
+ type ITEM_TYPE_MULTI
+ text @MENUS_VR_WEAPON_CROSSHAIR_ITEM
cvar "cg_drawcrosshair"
- cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 }
+ cvarFloatList {
+ @MENUS0_OFF 0
+ " " 1
+ " " 2
+ " " 3
+ " " 4
+ " " 5
+ " " 6
+ " " 7
+ " " 8
+ " " 9
+ }
rect 305 191 300 20
- textalign ITEM_ALIGN_RIGHT
+ textalign ITEM_ALIGN_RIGHT
textalignx 165
textaligny -2
font 2
textscale 0.8
forecolor 1 1 1 1
visible 0
- descText @MENUS2_TOGGLE_TO_SHOW_OR_HIDE
+ descText @MENUS_VR_WEAPON_CROSSHAIR_DESC
action
{
play "sound/interface/button1.wav"
@@ -2117,6 +2143,296 @@
hide highlight2
}
}
+ itemDef
+ {
+ name crosshair1
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 192 24 18
+ background "gfx/2d/crosshairb"
+ forecolor 1 1 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawcrosshair
+ showCvar { 1 }
+ }
+ itemDef
+ {
+ name crosshair2
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 192 24 18
+ background "gfx/2d/crosshairc"
+ forecolor 1 1 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawcrosshair
+ showCvar { 2 }
+ }
+ itemDef
+ {
+ name crosshair3
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 192 24 18
+ background "gfx/2d/crosshaird"
+ forecolor 1 1 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawcrosshair
+ showCvar { 3 }
+ }
+ itemDef
+ {
+ name crosshair4
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 192 24 18
+ background "gfx/2d/crosshaire"
+ forecolor 1 1 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawcrosshair
+ showCvar { 4 }
+ }
+ itemDef
+ {
+ name crosshair5
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 192 24 18
+ background "gfx/2d/crosshairf"
+ forecolor 1 1 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawcrosshair
+ showCvar { 5 }
+ }
+ itemDef
+ {
+ name crosshair6
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 192 24 18
+ background "gfx/2d/crosshairg"
+ forecolor 1 1 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawcrosshair
+ showCvar { 6 }
+ }
+ itemDef
+ {
+ name crosshair7
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 192 24 18
+ background "gfx/2d/crosshairh"
+ forecolor 1 1 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawcrosshair
+ showCvar { 7 }
+ }
+ itemDef
+ {
+ name crosshair8
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 192 24 18
+ background "gfx/2d/crosshairi"
+ forecolor 1 1 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawcrosshair
+ showCvar { 8 }
+ }
+ itemDef
+ {
+ name crosshair9
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 192 24 18
+ background "gfx/2d/crosshaira"
+ forecolor 1 1 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawcrosshair
+ showCvar { 9 }
+ }
+
+
+ itemDef
+ {
+ name force_crosshair_back
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 472 209 32 24
+ background "gfx/2d/iris_mono"
+ forecolor 1 1 1 0.8
+ visible 1
+ decoration
+ cvarTest cg_drawCrosshairForce
+ hideCvar { 0 }
+ }
+ itemDef
+ {
+ name draw_force_crosshair
+ group options
+ type ITEM_TYPE_MULTI
+ text @MENUS_VR_FORCE_CROSSHAIR_ITEM
+ cvar "cg_drawCrosshairForce"
+ cvarFloatList {
+ @MENUS0_OFF 0
+ " " 1
+ " " 2
+ " " 3
+ " " 4
+ " " 5
+ " " 6
+ " " 7
+ " " 8
+ " " 9
+ }
+ rect 305 211 300 20
+ textalign ITEM_ALIGN_RIGHT
+ textalignx 165
+ textaligny -2
+ font 2
+ textscale 0.8
+ forecolor 1 1 1 1
+ visible 0
+ descText @MENUS_VR_FORCE_CROSSHAIR_DESC
+ action
+ {
+ play "sound/interface/button1.wav"
+ }
+ mouseenter
+ {
+ show highlight3
+ }
+ mouseexit
+ {
+ hide highlight3
+ }
+ }
+ itemDef
+ {
+ name force_crosshair1
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 212 24 18
+ background "gfx/2d/crosshairb"
+ forecolor 0.6 0.6 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawCrosshairForce
+ showCvar { 1 }
+ }
+ itemDef
+ {
+ name force_crosshair2
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 212 24 18
+ background "gfx/2d/crosshairc"
+ forecolor 0.6 0.6 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawCrosshairForce
+ showCvar { 2 }
+ }
+ itemDef
+ {
+ name force_crosshair3
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 212 24 18
+ background "gfx/2d/crosshaird"
+ forecolor 0.6 0.6 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawCrosshairForce
+ showCvar { 3 }
+ }
+ itemDef
+ {
+ name force_crosshair4
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 212 24 18
+ background "gfx/2d/crosshaire"
+ forecolor 0.6 0.6 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawCrosshairForce
+ showCvar { 4 }
+ }
+ itemDef
+ {
+ name force_crosshair5
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 212 24 18
+ background "gfx/2d/crosshairf"
+ forecolor 0.6 0.6 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawCrosshairForce
+ showCvar { 5 }
+ }
+ itemDef
+ {
+ name force_crosshair6
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 212 24 18
+ background "gfx/2d/crosshairg"
+ forecolor 0.6 0.6 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawCrosshairForce
+ showCvar { 6 }
+ }
+ itemDef
+ {
+ name force_crosshair7
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 212 24 18
+ background "gfx/2d/crosshairh"
+ forecolor 0.6 0.6 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawCrosshairForce
+ showCvar { 7 }
+ }
+ itemDef
+ {
+ name force_crosshair8
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 212 24 18
+ background "gfx/2d/crosshairi"
+ forecolor 0.6 0.6 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawCrosshairForce
+ showCvar { 8 }
+ }
+ itemDef
+ {
+ name force_crosshair9
+ group options
+ style WINDOW_STYLE_SHADER
+ rect 476 212 24 18
+ background "gfx/2d/crosshaira"
+ forecolor 0.6 0.6 1 1
+ visible 0
+ decoration
+ cvarTest cg_drawCrosshairForce
+ showCvar { 9 }
+ }
itemDef
@@ -2127,7 +2443,7 @@
text @MENUS0_IDENTIFY_TARGET
cvar "cg_crosshairIdentifyTarget"
cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 }
- rect 305 211 300 20
+ rect 305 231 300 20
textalign ITEM_ALIGN_RIGHT
textalignx 165
textaligny -2
@@ -2143,11 +2459,11 @@
}
mouseenter
{
- show highlight3
+ show highlight4
}
mouseexit
{
- hide highlight3
+ hide highlight4
}
}
@@ -2169,7 +2485,7 @@
@MENUS2_FREQUENTLY 5
@MENUS2_EXCESSIVELY 6
}
- rect 305 231 300 20
+ rect 305 251 300 20
textalign ITEM_ALIGN_RIGHT
textalignx 165
textaligny -2
@@ -2186,11 +2502,11 @@
}
mouseenter
{
- show highlight4
+ show highlight5
}
mouseexit
{
- hide highlight4
+ hide highlight5
}
}
@@ -2211,7 +2527,7 @@
}
cvarTest ui_iscensored
hideCvar { 1 }
- rect 325 271 300 20
+ rect 325 291 300 20
textalign ITEM_ALIGN_RIGHT
textalignx 165
textaligny -2
@@ -2228,11 +2544,11 @@
}
mouseenter
{
- show highlight6
+ show highlight7
}
mouseexit
{
- hide highlight6
+ hide highlight7
}
}
@@ -2251,7 +2567,7 @@
}
cvarTest ui_iscensored
hideCvar { 1 }
- rect 325 291 300 20
+ rect 325 311 300 20
textalign ITEM_ALIGN_RIGHT
textalignx 165
textaligny -2
@@ -2268,11 +2584,11 @@
}
mouseenter
{
- show highlight7
+ show highlight8
}
mouseexit
{
- hide highlight7
+ hide highlight8
}
}