// 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 and use that image instead)
- if(button_zoom)
+ if(spectatee_status || getstati(STAT_HEALTH) <= 0)
+ reticle_type = -1; // prevent reticle from showing during the respawn zoom effect or for spectators
+ else if(button_zoom)
reticle_type = 0; // normal zoom
else if(activeweapon == WEP_NEX && button_attack2)
reticle_type = 1; // nex zoom