2 CLASS(NexuizWeaponsDialog) EXTENDS(NexuizDialog)
3 METHOD(NexuizWeaponsDialog, toString, string(entity))
4 METHOD(NexuizWeaponsDialog, fill, void(entity))
5 METHOD(NexuizWeaponsDialog, showNotify, void(entity))
6 ATTRIB(NexuizWeaponsDialog, title, string, "Weapon order")
7 ATTRIB(NexuizWeaponsDialog, color, vector, SKINCOLOR_DIALOG_WEAPONS)
8 ATTRIB(NexuizWeaponsDialog, intendedWidth, float, 0.3)
9 ATTRIB(NexuizWeaponsDialog, rows, float, 9.5)
10 ATTRIB(NexuizWeaponsDialog, columns, float, 4)
11 ATTRIB(NexuizWeaponsDialog, weaponsList, entity, NULL)
12 ENDCLASS(NexuizWeaponsDialog)
16 void showNotifyNexuizWeaponsDialog(entity me)
20 string toStringNexuizWeaponsDialog(entity me)
22 return me.weaponsList.toString(me.weaponsList);
24 void fillNexuizWeaponsDialog(entity me)
28 me.TD(me, 1, 4, makeNexuizTextLabel(0, "Weapon priority list:"));
30 me.TD(me, me.rows - 3, 3, e = me.weaponsList = makeNexuizWeaponsList());
31 me.gotoRC(me, (me.rows - 1) / 2 - 1, 3);
32 me.TD(me, 1, 1, e = makeNexuizButton("Up", '0 0 0'));
33 e.onClick = WeaponsList_MoveUp_Click;
34 e.onClickEntity = me.weaponsList;
35 me.gotoRC(me, (me.rows - 1) / 2, 3);
36 me.TD(me, 1, 1, e = makeNexuizButton("Down", '0 0 0'));
37 e.onClick = WeaponsList_MoveDown_Click;
38 e.onClickEntity = me.weaponsList;
39 me.gotoRC(me, me.rows - 2, 0);
40 me.TD(me, 1, 3, e = makeNexuizCheckBox(0, "cl_weaponpriority_useforcycling", "Use for weapon cycling"));
42 me.TD(me, 1, me.columns, e = makeNexuizButton("OK", '0 0 0'));
43 e.onClick = Dialog_Close;