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();
// 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)
- // zoom_type is changed to the item we are zooming 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 image instead)
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);
reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
- precache_pic("textures/reticle_nex");
+ if(cvar("cl_reticle_normal"))
+ {
+ precache_pic("textures/reticle_normal");
+ if(reticle_type == 0 && 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"))
- if(zoom_type == 1)
- drawpic(reticle_pos, "textures/reticle_nex", reticle_size, '1 1 1', current_zoomfraction * cvar("cl_reticle_nex"), DRAWFLAG_NORMAL);
+ {
+ precache_pic("textures/reticle_nex");
+ if(reticle_type == 1 && current_zoomfraction)
+ drawpic(reticle_pos, "textures/reticle_nex", reticle_size, '1 1 1', current_zoomfraction * cvar("cl_reticle_nex"), DRAWFLAG_NORMAL);
+ }
// Draw the mouse cursor
// NOTE: drawpic must happen after R_RenderScene for some reason