// 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(spectatee_status || getstati(STAT_HEALTH) <= 0)
- reticle_type = -1; // prevent reticle from showing during the respawn zoom effect or for spectators
+ reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
else if(button_zoom)
- reticle_type = 0; // normal zoom
+ reticle_type = 1; // normal zoom
else if(activeweapon == WEP_NEX && button_attack2)
- reticle_type = 1; // nex zoom
+ reticle_type = 2; // nex zoom
reticle_size_x = max(vid_conwidth, vid_conheight);
reticle_size_y = max(vid_conwidth, vid_conheight);
if(cvar("cl_reticle_normal"))
{
precache_pic("textures/reticle_normal");
- if(reticle_type == 0 && current_zoomfraction)
+ if(reticle_type == 1 && current_zoomfraction)
drawpic(reticle_pos, "textures/reticle_normal", reticle_size, '1 1 1', current_zoomfraction * cvar("cl_reticle_normal"), DRAWFLAG_NORMAL);
}
if(cvar("cl_reticle_nex"))
{
precache_pic("textures/reticle_nex");
- if(reticle_type == 1 && current_zoomfraction)
+ if(reticle_type == 2 && current_zoomfraction)
drawpic(reticle_pos, "textures/reticle_nex", reticle_size, '1 1 1', current_zoomfraction * cvar("cl_reticle_nex"), DRAWFLAG_NORMAL);
}