zoomspeed = 3.5;
zoomdir = button_zoom;
+ if(hud == HUD_NORMAL)
if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
zoomdir += button_attack2;
if(spectatee_status > 0 || isdemo())
R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
R_EndPolygon();
}
-
+
// Draw the aiming reticle for weapons that use it
// reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
// It must be a persisted float for fading out to work properly (you let go of the zoom button for
// the view to go back to normal, so reticle_type would become 0 as we fade out)
- if(spectatee_status || getstati(STAT_HEALTH) <= 0)
+ if(spectatee_status || getstati(STAT_HEALTH) <= 0 || hud != HUD_NORMAL)
reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
reticle_type = 2; // nex zoom
reticle_type = 1; // normal zoom
else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
reticle_type = 2; // nex zoom
-
+
if (reticle_type)
{
if(autocvar_cl_reticle_stretch)