float f, i, j;
vector v, vo;
+ vector reticle_pos, reticle_size;
+
WaypointSprite_Load();
if(spectatee_status)
self.draw2d();
self = e;
+ // draw the aiming reticle for weapons that use it (eg. Nex)
+ reticle_pos_x = 0;
+ reticle_pos_y = 0;
+ reticle_size_x = vid_conwidth;
+ reticle_size_y = vid_conheight;
+
+ if(cvar("cl_reticle_nex"))
+ if(button_attack2 && activeweapon == WEP_NEX)
+ drawpic(reticle_pos, "textures/reticle_nex", reticle_size, '1 1 1', current_zoomfraction * cvar("cl_reticle_nex"), DRAWFLAG_NORMAL);
+
// draw radar
if(
ons_showmap