// next R_RenderScene call
drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
- // draw the aiming reticle for weapons that use it (eg. Nex)
- // reticle_type is changed to the item we are zooming or aiming with, to decide which reticle to use
+ // 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 and use that reticle)
if(button_zoom)
reticle_type = 0; // normal zoom
else if(activeweapon == WEP_NEX && button_attack2)