float HUD_WouldDrawScoreboard ();
float view_set;
float camera_mode;
+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
+ // 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)
+ reticle_type = 0; // normal zoom
+ else if(activeweapon == WEP_NEX && button_attack2)
+ 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;
+
+ 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"))
+ {
+ 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
//drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);