float HUD_WouldDrawScoreboard ();
float view_set;
float camera_mode;
-float zoom_type;
+float reticle_type;
string NextFrameCommand;
void CSQC_SPIDER_HUD();
void CSQC_RAPTOR_HUD();
drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
// draw the aiming reticle for weapons that use it (eg. Nex)
- // zoom_type is changed to the item we are zooming with, to decide which reticle to use
+ // reticle_type is changed to the item we are zooming or aiming with, to decide which reticle to use
if(button_zoom)
- zoom_type = 0; // normal zoom
+ reticle_type = 0; // normal zoom
else if(activeweapon == WEP_NEX && button_attack2)
- zoom_type = 1; // nex zoom
+ reticle_type = 1; // nex zoom
reticle_size_x = max(vid_conwidth, vid_conheight);
reticle_size_y = max(vid_conwidth, vid_conheight);
if(cvar("cl_reticle_nex"))
{
precache_pic("textures/reticle_nex");
- if(zoom_type == 1)
+ if(reticle_type == 1)
drawpic(reticle_pos, "textures/reticle_nex", reticle_size, '1 1 1', current_zoomfraction * cvar("cl_reticle_nex"), DRAWFLAG_NORMAL);
}