aye, that's it... I was looking for a HUD element thus why I couldnt find it
:)

----- Original Message -----
From: "Christopher Long" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, February 06, 2002 2:53 AM
Subject: Re: [hlcoders] Weapon selection and mouse wheel


> 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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> please visit:
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> >
>
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