+ // Draw the aiming reticle for weapons that use it\r
+ // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use\r
+ // It must be a persisted float for fading out to work properly (you let go of the zoom button for\r
+ // the view to go back to normal, so reticle_type would become 0 as we fade out)\r
+ if(spectatee_status || getstati(STAT_HEALTH) <= 0)\r
+ reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators\r
+ else if(activeweapon && (button_zoom || zoomscript_caught))\r
+ reticle_type = 2; // weapon zoom\r
+ else if(button_zoom || zoomscript_caught)\r
+ reticle_type = 1; // normal zoom\r
+\r
+ if(cvar("cl_reticle_stretch"))\r
+ {\r
+ reticle_size_x = vid_conwidth;\r
+ reticle_size_y = vid_conheight;\r
+ reticle_pos_x = 0;\r
+ reticle_pos_y = 0;\r
+ }\r
+ else\r
+ {\r
+ reticle_size_x = max(vid_conwidth, vid_conheight);\r
+ reticle_size_y = max(vid_conwidth, vid_conheight);\r
+ reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;\r
+ reticle_pos_y = (vid_conheight - reticle_size_y) / 2;\r
+ }\r
+\r
+ f = current_zoomfraction;\r
+ if(zoomscript_caught)\r
+ f = 1;\r
+ if(cvar("cl_reticle_item_normal"))\r
+ {\r
+ precache_pic("gfx/reticle_normal");\r
+ if(reticle_type == 1 && f)\r
+ drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);\r
+ }\r
+ if(cvar("cl_reticle_item_weapon"))\r
+ {\r
+ precache_pic("gfx/reticle_weapon");\r
+ if(reticle_type == 2 && f)\r
+ drawpic(reticle_pos, "gfx/reticle_weapon", reticle_size, '1 1 1', f * cvar("cl_reticle_item_weapon"), DRAWFLAG_NORMAL);\r
+ }\r
+\r
+ // screen effects\r