// 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)
+ // 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)
reticle_type = 0; // normal zoom
else if(activeweapon == WEP_NEX && button_attack2)