Fixed Ladyluck remote turret

Also included @MuadDib's latest menu changes
Force Crosshair now seperately configurable
Restored the mission failed text
This commit is contained in:
Simon 2022-11-07 22:14:36 +00:00
parent a9574b54e1
commit 62f1924dff
17 changed files with 759 additions and 198 deletions

View file

@ -813,6 +813,11 @@ void updateHMDOrientation()
if (!vr.third_person){ if (!vr.third_person){
VectorCopy(vr.hmdorientation, vr.hmdorientation_first); VectorCopy(vr.hmdorientation, vr.hmdorientation_first);
} }
if (!vr.remote_turret)
{
VectorCopy(vr.weaponangles, vr.weaponangles_first);
}
} }
void setHMDPosition( float x, float y, float z ) 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, void JKVR_GetMove(float *forward, float *side, float *pos_forward, float *pos_side, float *up,
float *yaw, float *pitch, float *roll) 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; *forward = remote_movementForward;
*pos_forward = positional_movementForward; *pos_forward = positional_movementForward;
*up = remote_movementUp; *up = remote_movementUp;

View file

@ -6,6 +6,7 @@
typedef struct { typedef struct {
bool cin_camera; // cinematic camera taken over bool cin_camera; // cinematic camera taken over
bool misc_camera; // looking through a misc camera view entity bool misc_camera; // looking through a misc camera view entity
bool remote_turret; // controlling a remote turret
bool using_screen_layer; bool using_screen_layer;
bool third_person; bool third_person;
float fov; float fov;
@ -34,6 +35,7 @@ typedef struct {
vec3_t weaponangles; vec3_t weaponangles;
vec3_t weaponangles_last; // Don't use this, it is just for calculating delta! vec3_t weaponangles_last; // Don't use this, it is just for calculating delta!
vec3_t weaponangles_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 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 float snapTurn; // how much turn has been applied to the yaw by joystick

View file

@ -688,9 +688,8 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
//Use smooth in 3rd person //Use smooth in 3rd person
bool usingSnapTurn = vr_turn_mode->integer == 0 || 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; static int increaseSnap = true;
if (!vr.item_selector && !vr.scopeengaged) { if (!vr.item_selector && !vr.scopeengaged) {
if (usingSnapTurn) { if (usingSnapTurn) {

View file

@ -651,7 +651,6 @@ extern vmCvar_t fx_debug;
extern vmCvar_t cg_missionInfoFlashTime; extern vmCvar_t cg_missionInfoFlashTime;
extern vmCvar_t cg_hudFiles; extern vmCvar_t cg_hudFiles;
extern vmCvar_t cg_showForcePowerDirection;
extern vmCvar_t cg_forceSpeedFOVAdjust; extern vmCvar_t cg_forceSpeedFOVAdjust;
extern vmCvar_t cg_turnAnims; extern vmCvar_t cg_turnAnims;

View file

@ -1824,7 +1824,8 @@ static void CG_DrawCrosshair3D(int type) // 0 - force, 1 - weapons
vec3_t endpos; vec3_t endpos;
refEntity_t ent; refEntity_t ent;
if ( !cg_drawCrosshair.integer ) { if (( type == 1 && !cg_drawCrosshair.integer) ||
(type == 0 && !cg_drawCrosshairForce.integer)) {
return; return;
} }
@ -1860,7 +1861,8 @@ static void CG_DrawCrosshair3D(int type) // 0 - force, 1 - weapons
if (type == 0) if (type == 0)
{ {
if (showPowers[cg.forcepowerSelect] == FP_HEAL || if (showPowers[cg.forcepowerSelect] == FP_HEAL ||
showPowers[cg.forcepowerSelect] == FP_SPEED) showPowers[cg.forcepowerSelect] == FP_SPEED ||
vr->weapon_stabilised)
{ {
return; return;
} }
@ -1877,7 +1879,7 @@ static void CG_DrawCrosshair3D(int type) // 0 - force, 1 - weapons
w *= ( 1 + f ); w *= ( 1 + f );
} }
ca = cg_drawCrosshair.integer; ca = (type == 1) ? cg_drawCrosshair.integer : cg_drawCrosshairForce.integer;
if (ca < 0) { if (ca < 0) {
ca = 0; ca = 0;
} }
@ -2093,7 +2095,8 @@ static void CG_ScanForCrosshairEntity( qboolean scanAll )
return; 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 //draw crosshair at endpoint
CG_DrawCrosshair(trace.endpos); CG_DrawCrosshair(trace.endpos);
} }
@ -2778,9 +2781,11 @@ void CG_DrawActive( stereoFrame_t stereoView ) {
CG_Error( "CG_DrawActive: Undefined 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 )) in_misccamera = ( !Q_stricmp( "misc_camera", g_entities[cg.snap->ps.viewEntity].classname ))
|| ( !Q_stricmp( "NPC", 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 ); || vr->remote_turret);
bool emplaced_gun = ( cg_entities[cg.snap->ps.clientNum].currentState.eFlags & EF_LOCKED_TO_WEAPON );
cg.refdef.worldscale = cg_worldScale.value; cg.refdef.worldscale = cg_worldScale.value;
if (!in_camera && if (!in_camera &&
@ -2804,7 +2809,7 @@ void CG_DrawActive( stereoFrame_t stereoView ) {
AnglesToAxis(cg.refdef.viewangles, cg.refdef.viewaxis); 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); BG_ConvertFromVR(vr->hmdposition_offset, cg.refdef.vieworg, cg.refdef.vieworg);
} }
@ -2823,7 +2828,7 @@ void CG_DrawActive( stereoFrame_t stereoView ) {
cgi_R_LAGoggles(); cgi_R_LAGoggles();
} }
if (!in_turret && !in_misccamera && !in_camera) { if (!emplaced_gun && !in_misccamera && !in_camera) {
//Vertical Positional Movement //Vertical Positional Movement
cg.refdef.vieworg[2] -= DEFAULT_PLAYER_HEIGHT; cg.refdef.vieworg[2] -= DEFAULT_PLAYER_HEIGHT;
cg.refdef.vieworg[2] += (vr->hmdposition[1] + cg_heightAdjust.value) * cg_worldScale.value; cg.refdef.vieworg[2] += (vr->hmdposition[1] + cg_heightAdjust.value) * cg_worldScale.value;

View file

@ -573,6 +573,7 @@ extern vmCvar_t cg_drawFPS;
extern vmCvar_t cg_drawSnapshot; extern vmCvar_t cg_drawSnapshot;
extern vmCvar_t cg_drawAmmoWarning; extern vmCvar_t cg_drawAmmoWarning;
extern vmCvar_t cg_drawCrosshair; extern vmCvar_t cg_drawCrosshair;
extern vmCvar_t cg_drawCrosshairForce;
extern vmCvar_t cg_dynamicCrosshair; extern vmCvar_t cg_dynamicCrosshair;
extern vmCvar_t cg_crosshairForceHint; extern vmCvar_t cg_crosshairForceHint;
extern vmCvar_t cg_crosshairIdentifyTarget; extern vmCvar_t cg_crosshairIdentifyTarget;
@ -639,7 +640,6 @@ extern vmCvar_t cg_missionInfoCentered;
extern vmCvar_t cg_missionInfoFlashTime; extern vmCvar_t cg_missionInfoFlashTime;
extern vmCvar_t cg_hudFiles; extern vmCvar_t cg_hudFiles;
extern vmCvar_t cg_showForcePowerDirection;
extern vmCvar_t cg_forceSpeedFOVAdjust; extern vmCvar_t cg_forceSpeedFOVAdjust;

View file

@ -252,6 +252,7 @@ vmCvar_t cg_drawFPS;
vmCvar_t cg_drawSnapshot; vmCvar_t cg_drawSnapshot;
vmCvar_t cg_drawAmmoWarning; vmCvar_t cg_drawAmmoWarning;
vmCvar_t cg_drawCrosshair; vmCvar_t cg_drawCrosshair;
vmCvar_t cg_drawCrosshairForce;
vmCvar_t cg_crosshairIdentifyTarget; vmCvar_t cg_crosshairIdentifyTarget;
vmCvar_t cg_dynamicCrosshair; vmCvar_t cg_dynamicCrosshair;
vmCvar_t cg_crosshairForceHint; vmCvar_t cg_crosshairForceHint;
@ -322,7 +323,6 @@ vmCvar_t cg_missionInfoCentered;
vmCvar_t cg_missionInfoFlashTime; vmCvar_t cg_missionInfoFlashTime;
vmCvar_t cg_hudFiles; vmCvar_t cg_hudFiles;
vmCvar_t cg_showForcePowerDirection;
vmCvar_t cg_forceSpeedFOVAdjust; vmCvar_t cg_forceSpeedFOVAdjust;
vmCvar_t vr_weapon_adjustment_1; vmCvar_t vr_weapon_adjustment_1;
@ -387,6 +387,7 @@ static cvarTable_t cvarTable[] = {
{ &cg_drawSnapshot, "cg_drawSnapshot", "0", CVAR_ARCHIVE }, { &cg_drawSnapshot, "cg_drawSnapshot", "0", CVAR_ARCHIVE },
{ &cg_drawAmmoWarning, "cg_drawAmmoWarning", "1", CVAR_ARCHIVE }, { &cg_drawAmmoWarning, "cg_drawAmmoWarning", "1", CVAR_ARCHIVE },
{ &cg_drawCrosshair, "cg_drawCrosshair", "4", CVAR_ARCHIVE }, { &cg_drawCrosshair, "cg_drawCrosshair", "4", CVAR_ARCHIVE },
{ &cg_drawCrosshairForce, "cg_drawCrosshairForce", "4", CVAR_ARCHIVE },
{ &cg_dynamicCrosshair, "cg_dynamicCrosshair", "1", CVAR_ARCHIVE }, { &cg_dynamicCrosshair, "cg_dynamicCrosshair", "1", CVAR_ARCHIVE },
{ &cg_crosshairIdentifyTarget, "cg_crosshairIdentifyTarget", "1", CVAR_ARCHIVE }, { &cg_crosshairIdentifyTarget, "cg_crosshairIdentifyTarget", "1", CVAR_ARCHIVE },
{ &cg_crosshairForceHint, "cg_crosshairForceHint", "1", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART }, { &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_missionInfoCentered, "cg_missionInfoCentered", "1", CVAR_ARCHIVE },
{ &cg_missionInfoFlashTime, "cg_missionInfoFlashTime", "10000", 0 }, { &cg_missionInfoFlashTime, "cg_missionInfoFlashTime", "10000", 0 },
{ &cg_hudFiles, "cg_hudFiles", "ui/jk2hud.txt", CVAR_ARCHIVE}, { &cg_hudFiles, "cg_hudFiles", "ui/jk2hud.txt", CVAR_ARCHIVE},
{ &cg_showForcePowerDirection, "cg_showForcePowerDirection", "1", CVAR_ARCHIVE},
{ &cg_forceSpeedFOVAdjust, "cg_forceSpeedFOVAdjust", "1", CVAR_ARCHIVE}, { &cg_forceSpeedFOVAdjust, "cg_forceSpeedFOVAdjust", "1", CVAR_ARCHIVE},
//Default Weapon adjustments - these WILL be overridden //Default Weapon adjustments - these WILL be overridden

View file

@ -490,7 +490,7 @@ qboolean CG_DrawScoreboard( void )
if (((cg.predicted_player_state.pm_type == PM_DEAD) && (cg.missionStatusDeadTime < level.time)) if (((cg.predicted_player_state.pm_type == PM_DEAD) && (cg.missionStatusDeadTime < level.time))
|| (cg.missionStatusShow)) || (cg.missionStatusShow))
{ {
//CG_MissionFailed(); CG_MissionFailed();
return qtrue; return qtrue;
} }

View file

@ -38,6 +38,7 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
#include "../cgame/cg_local.h" // yeah I know this is naughty, but we're shipping soon... #include "../cgame/cg_local.h" // yeah I know this is naughty, but we're shipping soon...
#include "wp_saber.h" #include "wp_saber.h"
#include <float.h> #include <float.h>
#include <JKVR/VrClientInfo.h>
extern qboolean G_DoDismemberment( gentity_t *self, vec3_t point, int mod, int damage, int hitLoc, qboolean force = qfalse ); 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 ); extern qboolean G_EntIsUnlockedDoor( int entityNum );
@ -8395,7 +8396,8 @@ extern void ForceHeal( gentity_t *self );
extern void ForceTelepathy( gentity_t *self ); extern void ForceTelepathy( gentity_t *self );
void PM_CheckForceUseButton( gentity_t *ent, usercmd_t *ucmd ) void PM_CheckForceUseButton( gentity_t *ent, usercmd_t *ucmd )
{ {
if ( !ent ) if ( !ent ||
(vr->weapon_stabilised && showPowers[cg.forcepowerSelect] >= FP_PUSH))
{ {
return; return;
} }

View file

@ -5725,20 +5725,6 @@ void ForceThrow( gentity_t *self, qboolean pull )
{ {
BG_CalculateVROffHandPosition(origin, fwdangles); 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 else
{ {
@ -6764,19 +6750,6 @@ void ForceTelepathy( gentity_t *self )
{ {
BG_CalculateVROffHandPosition(origin, angles); BG_CalculateVROffHandPosition(origin, angles);
AngleVectors(angles, forward, NULL, NULL); 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 else
{ {
@ -7001,19 +6974,6 @@ void ForceGrip( gentity_t *self )
{ {
BG_CalculateVROffHandPosition(origin, angles); BG_CalculateVROffHandPosition(origin, angles);
AngleVectors(angles, forward, NULL, NULL); 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 else
{ {

View file

@ -80,6 +80,7 @@ seta cg_crosshairY "0"
seta cg_draw2D "1" seta cg_draw2D "1"
seta cg_drawAmmoWarning "1" seta cg_drawAmmoWarning "1"
seta cg_drawCrosshair "4" seta cg_drawCrosshair "4"
seta cg_drawCrosshairForce "4"
seta cg_drawFPS "0" seta cg_drawFPS "0"
seta cg_drawGun "1" seta cg_drawGun "1"
seta cg_drawSnapshot "0" seta cg_drawSnapshot "0"
@ -101,7 +102,6 @@ seta cg_runpitch "0.002"
seta cg_runroll "0.005" seta cg_runroll "0.005"
seta cg_saberAutoThird "0" seta cg_saberAutoThird "0"
seta cg_shadows "1" seta cg_shadows "1"
seta cg_showForcePowerDirection "1"
seta cg_simpleItems "0" seta cg_simpleItems "0"
seta cg_stereoSeparation "0.065" seta cg_stereoSeparation "0.065"
seta cg_thirdPersonRange "80" seta cg_thirdPersonRange "80"

View file

@ -3,7 +3,7 @@ CONFIG W:\bin\striped.cfg
ID 100 ID 100
REFERENCE MENUS_VR REFERENCE MENUS_VR
DESCRIPTION "VR Menu Localizations" DESCRIPTION "VR Menu Localizations"
COUNT 98 COUNT 102
INDEX 0 INDEX 0
{ {
REFERENCE COMMON_CONTROLS_ITEM REFERENCE COMMON_CONTROLS_ITEM
@ -162,12 +162,12 @@ INDEX 30
INDEX 31 INDEX 31
{ {
REFERENCE FORCE_POWER_DIRECTION_ITEM REFERENCE FORCE_POWER_DIRECTION_ITEM
TEXT_LANGUAGE1 "Force Power Direction Hint:" TEXT_LANGUAGE1 "OBSOLETE Force Power Direction Hint:"
} }
INDEX 32 INDEX 32
{ {
REFERENCE FORCE_POWER_DIRECTION_DESC 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 INDEX 33
{ {
@ -402,7 +402,7 @@ INDEX 78
INDEX 79 INDEX 79
{ {
REFERENCE CHEATS_GIVE_SABER_DESC REFERENCE CHEATS_GIVE_SABER_DESC
TEXT_LANGUAGE1 "Gives only lighsaber." TEXT_LANGUAGE1 "Gives only lighsaber (with powers to use it)."
} }
INDEX 80 INDEX 80
{ {
@ -412,7 +412,7 @@ INDEX 80
INDEX 81 INDEX 81
{ {
REFERENCE CHEATS_GIVE_WEAPONS_DESC REFERENCE CHEATS_GIVE_WEAPONS_DESC
TEXT_LANGUAGE1 "Gives all weapons." TEXT_LANGUAGE1 "Gives all weapons (including powers to use lightsaber)."
} }
INDEX 82 INDEX 82
{ {
@ -494,3 +494,23 @@ INDEX 97
REFERENCE CHEATS_ITEM REFERENCE CHEATS_ITEM
TEXT_LANGUAGE1 "CHEATS" TEXT_LANGUAGE1 "CHEATS"
} }
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."
}

View file

@ -1479,40 +1479,6 @@
// FORCE MENU // 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 itemDef
{ {
name none name none
@ -1520,7 +1486,7 @@
type ITEM_TYPE_YESNO type ITEM_TYPE_YESNO
text @MENUS_VR_FORCE_SPEED_FOV_ITEM text @MENUS_VR_FORCE_SPEED_FOV_ITEM
cvar "cg_forceSpeedFOVAdjust" cvar "cg_forceSpeedFOVAdjust"
rect 340 211 300 20 rect 340 191 300 20
textalign ITEM_ALIGN_RIGHT textalign ITEM_ALIGN_RIGHT
textalignx 151 textalignx 151
textaligny -2 textaligny -2
@ -1537,12 +1503,12 @@
mouseenter mouseenter
{ {
show highlight3 show highlight2
} }
mouseexit mouseexit
{ {
hide highlight3 hide highlight2
} }
} }

View file

@ -217,7 +217,7 @@
action action
{ {
play "sound/interface/button1.wav" ; play "sound/interface/button1.wav" ;
exec "give weapon_saber;" exec "give weapon_saber; setSaberThrow 2; setSaberDefense 3; setSaberOffense 3;"
} }
} }
@ -241,7 +241,7 @@
action action
{ {
play "sound/interface/button1.wav" ; play "sound/interface/button1.wav" ;
exec "give weapons;" exec "give weapons; setSaberThrow 2; setSaberDefense 3; setSaberOffense 3;"
} }
} }
@ -289,7 +289,7 @@
action action
{ {
play "sound/interface/button1.wav" ; play "sound/interface/button1.wav" ;
exec "setforceall 2" exec "setforceall 3"
} }
} }

View file

@ -1478,40 +1478,6 @@
// FORCE MENU // 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 itemDef
{ {
name none name none
@ -1519,7 +1485,7 @@
type ITEM_TYPE_YESNO type ITEM_TYPE_YESNO
text @MENUS_VR_FORCE_SPEED_FOV_ITEM text @MENUS_VR_FORCE_SPEED_FOV_ITEM
cvar "cg_forceSpeedFOVAdjust" cvar "cg_forceSpeedFOVAdjust"
rect 340 211 300 20 rect 340 191 300 20
textalign ITEM_ALIGN_RIGHT textalign ITEM_ALIGN_RIGHT
textalignx 151 textalignx 151
textaligny -2 textaligny -2
@ -1536,12 +1502,12 @@
mouseenter mouseenter
{ {
show highlight3 show highlight2
} }
mouseexit mouseexit
{ {
hide highlight3 hide highlight2
} }
} }

View file

@ -1652,7 +1652,7 @@
group video2 group video2
type ITEM_TYPE_SLIDER type ITEM_TYPE_SLIDER
text @MENUS0_VIDEO_BRIGHTNESS text @MENUS0_VIDEO_BRIGHTNESS
cvarfloat "r_gamma" 1 .5 3 cvarfloat "r_gamma" 0.05 0.8 1.2
rect 305 251 300 20 rect 305 251 300 20
textalign ITEM_ALIGN_RIGHT textalign ITEM_ALIGN_RIGHT
textalignx 120 textalignx 120
@ -1666,6 +1666,9 @@
action action
{ {
play "sound/interface/button1.wav" ; play "sound/interface/button1.wav" ;
uiScript update "r_gamma" ;
setcvar ui_r_modified 1
show applyChanges
} }
mouseenter mouseenter
@ -1694,7 +1697,7 @@
} }
rect 305 271 300 20 rect 305 271 300 20
textalign ITEM_ALIGN_RIGHT textalign ITEM_ALIGN_RIGHT
textalignx 165 textalignx 120
textaligny -2 textaligny -2
font 2 font 2
textscale 0.8 textscale 0.8
@ -1726,7 +1729,7 @@
cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 } cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 }
rect 305 291 300 20 rect 305 291 300 20
textalign ITEM_ALIGN_RIGHT textalign ITEM_ALIGN_RIGHT
textalignx 165 textalignx 120
textaligny -2 textaligny -2
font 2 font 2
textscale 0.8 textscale 0.8
@ -1746,7 +1749,6 @@
action action
{ {
play "sound/interface/button1.wav" ; play "sound/interface/button1.wav" ;
} }
} }
@ -1760,7 +1762,7 @@
cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 } cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 }
rect 305 311 300 20 rect 305 311 300 20
textalign ITEM_ALIGN_RIGHT textalign ITEM_ALIGN_RIGHT
textalignx 165 textalignx 120
textaligny -2 textaligny -2
font 2 font 2
textscale 0.8 textscale 0.8
@ -1795,7 +1797,7 @@
cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 } cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 }
rect 305 331 300 20 rect 305 331 300 20
textalign ITEM_ALIGN_RIGHT textalign ITEM_ALIGN_RIGHT
textalignx 165 textalignx 120
textaligny -2 textaligny -2
font 2 font 2
textscale 0.8 textscale 0.8
@ -1829,7 +1831,7 @@
cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 } cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 }
rect 305 351 300 20 rect 305 351 300 20
textalign ITEM_ALIGN_RIGHT textalign ITEM_ALIGN_RIGHT
textalignx 165 textalignx 120
textaligny -2 textaligny -2
font 2 font 2
textscale 0.8 textscale 0.8
@ -1995,16 +1997,36 @@
// //
//---------------------------------------------------------------------------------------------- //----------------------------------------------------------------------------------------------
itemDef 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 name draw_crosshair
group options group options
type ITEM_TYPE_MULTI type ITEM_TYPE_MULTI
text @MENUS2_DRAW_CROSSHAIR text @MENUS_VR_WEAPON_CROSSHAIR_ITEM
cvar "cg_drawcrosshair" cvar "cg_drawcrosshair"
cvarFloatList cvarFloatList {
{
@MENUS0_OFF 0 @MENUS0_OFF 0
@MENUS0_ON 1 " " 1
" " 2
" " 3
" " 4
" " 5
" " 6
" " 7
" " 8
" " 9
} }
rect 305 191 300 20 rect 305 191 300 20
textalign ITEM_ALIGN_RIGHT textalign ITEM_ALIGN_RIGHT
@ -2014,13 +2036,11 @@
textscale 0.8 textscale 0.8
forecolor 1 1 1 1 forecolor 1 1 1 1
visible 0 visible 0
// appearance_slot 1 descText @MENUS_VR_WEAPON_CROSSHAIR_DESC
descText @MENUS2_TOGGLE_TO_SHOW_OR_HIDE
action action
{ {
play "sound/interface/button1.wav" ; play "sound/interface/button1.wav"
} }
mouseenter mouseenter
{ {
show highlight2 show highlight2
@ -2030,6 +2050,296 @@
hide highlight2 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 itemDef
@ -2044,7 +2354,7 @@
@MENUS0_OFF 0 @MENUS0_OFF 0
@MENUS0_ON 1 @MENUS0_ON 1
} }
rect 305 211 300 20 rect 305 231 300 20
textalign ITEM_ALIGN_RIGHT textalign ITEM_ALIGN_RIGHT
textalignx 165 textalignx 165
textaligny -2 textaligny -2
@ -2061,11 +2371,11 @@
mouseenter mouseenter
{ {
show highlight3 show highlight4
} }
mouseexit mouseexit
{ {
hide highlight3 hide highlight4
} }
} }
@ -2087,7 +2397,7 @@
@MENUS2_FREQUENTLY 5 @MENUS2_FREQUENTLY 5
@MENUS2_EXCESSIVELY 6 @MENUS2_EXCESSIVELY 6
} }
rect 305 231 300 20 rect 305 251 300 20
textalign ITEM_ALIGN_RIGHT textalign ITEM_ALIGN_RIGHT
textalignx 165 textalignx 165
textaligny -2 textaligny -2
@ -2104,11 +2414,11 @@
mouseenter mouseenter
{ {
show highlight4 show highlight5
} }
mouseexit mouseexit
{ {
hide highlight4 hide highlight5
} }
} }
@ -2129,7 +2439,7 @@
} }
cvarTest ui_iscensored cvarTest ui_iscensored
hideCvar { 1 } hideCvar { 1 }
rect 325 271 300 20 rect 325 291 300 20
textalign ITEM_ALIGN_RIGHT textalign ITEM_ALIGN_RIGHT
textalignx 165 textalignx 165
textaligny -2 textaligny -2
@ -2145,11 +2455,11 @@
} }
mouseenter mouseenter
{ {
show highlight6 show highlight7
} }
mouseexit mouseexit
{ {
hide highlight6 hide highlight7
} }
} }
@ -2169,7 +2479,7 @@
} }
cvarTest ui_iscensored cvarTest ui_iscensored
hideCvar { 1 } hideCvar { 1 }
rect 325 291 300 20 rect 325 311 300 20
textalign ITEM_ALIGN_RIGHT textalign ITEM_ALIGN_RIGHT
textalignx 165 textalignx 165
textaligny -2 textaligny -2
@ -2185,11 +2495,11 @@
} }
mouseenter mouseenter
{ {
show highlight7 show highlight8
} }
mouseexit mouseexit
{ {
hide highlight7 hide highlight8
} }
} }

View file

@ -1745,7 +1745,7 @@
group video2 group video2
type ITEM_TYPE_SLIDER type ITEM_TYPE_SLIDER
text @MENUS0_VIDEO_BRIGHTNESS text @MENUS0_VIDEO_BRIGHTNESS
cvarfloat "r_gamma" 1 .5 3 cvarfloat "r_gamma" 0.05 0.8 1.2
rect 305 251 300 20 rect 305 251 300 20
textalign ITEM_ALIGN_RIGHT textalign ITEM_ALIGN_RIGHT
textalignx 120 textalignx 120
@ -1759,6 +1759,9 @@
action action
{ {
play "sound/interface/button1.wav" ; play "sound/interface/button1.wav" ;
uiScript update "r_gamma" ;
setcvar ui_r_modified 1
show applyChanges
} }
mouseenter mouseenter
@ -1787,7 +1790,7 @@
} }
rect 305 271 300 20 rect 305 271 300 20
textalign ITEM_ALIGN_RIGHT textalign ITEM_ALIGN_RIGHT
textalignx 165 textalignx 120
textaligny -2 textaligny -2
font 2 font 2
textscale 0.8 textscale 0.8
@ -1819,7 +1822,7 @@
cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 } cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 }
rect 305 291 300 20 rect 305 291 300 20
textalign ITEM_ALIGN_RIGHT textalign ITEM_ALIGN_RIGHT
textalignx 165 textalignx 120
textaligny -2 textaligny -2
font 2 font 2
textscale 0.8 textscale 0.8
@ -1839,7 +1842,6 @@
action action
{ {
play "sound/interface/button1.wav" ; play "sound/interface/button1.wav" ;
} }
} }
@ -1853,7 +1855,7 @@
cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 } cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 }
rect 305 311 300 20 rect 305 311 300 20
textalign ITEM_ALIGN_RIGHT textalign ITEM_ALIGN_RIGHT
textalignx 165 textalignx 120
textaligny -2 textaligny -2
font 2 font 2
textscale 0.8 textscale 0.8
@ -1888,7 +1890,7 @@
cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 } cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 }
rect 305 331 300 20 rect 305 331 300 20
textalign ITEM_ALIGN_RIGHT textalign ITEM_ALIGN_RIGHT
textalignx 165 textalignx 120
textaligny -2 textaligny -2
font 2 font 2
textscale 0.8 textscale 0.8
@ -1922,7 +1924,7 @@
cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 } cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 }
rect 305 351 300 20 rect 305 351 300 20
textalign ITEM_ALIGN_RIGHT textalign ITEM_ALIGN_RIGHT
textalignx 165 textalignx 120
textaligny -2 textaligny -2
font 2 font 2
textscale 0.8 textscale 0.8
@ -2088,13 +2090,37 @@
// //
//---------------------------------------------------------------------------------------------- //----------------------------------------------------------------------------------------------
itemDef 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 name draw_crosshair
group options group options
type ITEM_TYPE_MULTI type ITEM_TYPE_MULTI
text @MENUS2_DRAW_CROSSHAIR text @MENUS_VR_WEAPON_CROSSHAIR_ITEM
cvar "cg_drawcrosshair" 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 rect 305 191 300 20
textalign ITEM_ALIGN_RIGHT textalign ITEM_ALIGN_RIGHT
textalignx 165 textalignx 165
@ -2103,7 +2129,7 @@
textscale 0.8 textscale 0.8
forecolor 1 1 1 1 forecolor 1 1 1 1
visible 0 visible 0
descText @MENUS2_TOGGLE_TO_SHOW_OR_HIDE descText @MENUS_VR_WEAPON_CROSSHAIR_DESC
action action
{ {
play "sound/interface/button1.wav" play "sound/interface/button1.wav"
@ -2117,6 +2143,296 @@
hide highlight2 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 itemDef
@ -2127,7 +2443,7 @@
text @MENUS0_IDENTIFY_TARGET text @MENUS0_IDENTIFY_TARGET
cvar "cg_crosshairIdentifyTarget" cvar "cg_crosshairIdentifyTarget"
cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 } cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 }
rect 305 211 300 20 rect 305 231 300 20
textalign ITEM_ALIGN_RIGHT textalign ITEM_ALIGN_RIGHT
textalignx 165 textalignx 165
textaligny -2 textaligny -2
@ -2143,11 +2459,11 @@
} }
mouseenter mouseenter
{ {
show highlight3 show highlight4
} }
mouseexit mouseexit
{ {
hide highlight3 hide highlight4
} }
} }
@ -2169,7 +2485,7 @@
@MENUS2_FREQUENTLY 5 @MENUS2_FREQUENTLY 5
@MENUS2_EXCESSIVELY 6 @MENUS2_EXCESSIVELY 6
} }
rect 305 231 300 20 rect 305 251 300 20
textalign ITEM_ALIGN_RIGHT textalign ITEM_ALIGN_RIGHT
textalignx 165 textalignx 165
textaligny -2 textaligny -2
@ -2186,11 +2502,11 @@
} }
mouseenter mouseenter
{ {
show highlight4 show highlight5
} }
mouseexit mouseexit
{ {
hide highlight4 hide highlight5
} }
} }
@ -2211,7 +2527,7 @@
} }
cvarTest ui_iscensored cvarTest ui_iscensored
hideCvar { 1 } hideCvar { 1 }
rect 325 271 300 20 rect 325 291 300 20
textalign ITEM_ALIGN_RIGHT textalign ITEM_ALIGN_RIGHT
textalignx 165 textalignx 165
textaligny -2 textaligny -2
@ -2228,11 +2544,11 @@
} }
mouseenter mouseenter
{ {
show highlight6 show highlight7
} }
mouseexit mouseexit
{ {
hide highlight6 hide highlight7
} }
} }
@ -2251,7 +2567,7 @@
} }
cvarTest ui_iscensored cvarTest ui_iscensored
hideCvar { 1 } hideCvar { 1 }
rect 325 291 300 20 rect 325 311 300 20
textalign ITEM_ALIGN_RIGHT textalign ITEM_ALIGN_RIGHT
textalignx 165 textalignx 165
textaligny -2 textaligny -2
@ -2268,11 +2584,11 @@
} }
mouseenter mouseenter
{ {
show highlight7 show highlight8
} }
mouseexit mouseexit
{ {
hide highlight7 hide highlight8
} }
} }