isn't it in ammo.cpp around line 1110 :) cause i have messed with it and i'm
pretty sure thats what your after. it draws all the buckets and the weapons
that drop down when that bucket is selected.

----- Original Message -----
From: _Phantom_ <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, February 06, 2002 9:20 AM
Subject: [hlcoders] Weapon selection and mouse wheel


> ello all
>
> I've been hunting about the client.dll for sometime now looking for the
code
> which controls the weapon selection 'buckets' at the top of the screen,
and
> I cant for the life of me find it, so would I be correct in thinking it's
> handled in the engine somewhere?
>
> Also, the mouse wheel, having had  alook at the Client Side Input artical
on
> the coding collective it reads to me that if I wanted to trap the mouse
> wheel I would just add a structure for 'key' to be pressed (mouse wheel)
and
> then add
>
> gEngfuncs.pfnAddCommand ("MWHEELUP",IN_MWheelUp);
> gEngfuncs.pfnAddCommand ("MWHEELDOWN",IN_MWheelDown);
>
> to InitInput(...) to process the mouse wheel up and down functions...
>
> or is the mousewheel untrapable (as it's currently not done in the code)
>
> Cheers,
> Rob
>
> "cause I dont wanna be a hero
> and I dont wanna be a zero" - Feeder, Turn
> Jon Henry Lee, Your memory will live on in your fans and your music, Rest
In
> Peace
>
>
>
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