void ViewLocation_Mouse()
{
+ if(spectatee_status)
+ return; // don't draw it as spectator!
+
viewloc_mousepos += getmousepos() * autocvar_menu_mouse_speed;
viewloc_mousepos.x = bound(0, viewloc_mousepos.x, vid_conwidth);
viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight);
// 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)
- if(spectatee_status || is_dead || hud != HUD_NORMAL)
+ if(spectatee_status || is_dead || hud != HUD_NORMAL || local_player.viewloc)
{
// no zoom reticle while dead
reticle_type = 0;