// 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 || is_dead || hud != HUD_NORMAL)
+ if(spectatee_status || is_dead || hud != HUD_NORMAL || local_player.viewloc)
{
// no zoom reticle while dead
reticle_type = 0;
//vector bpos = view.origin + view.view_ofs + backward * max_shot_distance;
vector mpos = CursorToWorldCoord(viewloc_mousepos);
//vector pos_bounds = vec_bounds_in(mpos, fpos, bpos);
- setproperty(VF_CL_VIEWANGLES, aim_vec(view.origin + view.view_ofs, mpos));
+ setproperty(VF_CL_VIEWANGLES, aim_vec(view.origin + view.view_ofs, vec3(view.origin_x + view.view_ofs_x, mpos.y, mpos.z)));
}
}
}