// 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 || this.viewloc)
+ if(spectatee_status || is_dead || hud != HUD_NORMAL || this.viewloc || (autocvar_chase_active != 0 && !autocvar_cl_reticle_chase))
{
// no zoom reticle while dead
reticle_type = 0;
bool autocvar_cl_reticle_weapon = 1;
float autocvar_cl_reticle_weapon_alpha = 1;
bool autocvar_cl_reticle_stretch;
+bool autocvar_cl_reticle_chase;
string autocvar_crosshair;
string autocvar_crosshair_2d = "54";
float autocvar_crosshair_alpha;
seta cl_reticle_normal_alpha 1 "alpha of the normal reticle"
seta cl_reticle_weapon 1 "draw custom aiming reticle when zooming with certain weapons"
seta cl_reticle_weapon_alpha 1 "alpha of the custom reticle"
+seta cl_reticle_chase 0 "show the zoom reticle while in chase camera mode"
fov 100
seta cl_velocityzoom_enabled 0 "velocity based zooming of fov"