ATTRIB(XonoticWeaponsList, realFontSize, vector, '0 0 0')
ATTRIB(XonoticWeaponsList, realUpperMargin, float, 0)
METHOD(XonoticWeaponsList, mouseDrag, float(entity, vector))
- ATTRIB(XonoticWeaponsList, scrollbarWidth, float, 0)
ENDCLASS(XonoticWeaponsList)
entity makeXonoticWeaponsList();
void WeaponsList_MoveUp_Click(entity btn, entity me);
}
float XonoticWeaponsList_mouseDrag(entity me, vector pos)
{
- float f, i;
+ float f, i, scrollbar;
i = me.selectedItem;
f = SUPER(XonoticWeaponsList).mouseDrag(me, pos);
- if(me.selectedItem != i)
- cvar_set("cl_weaponpriority", swapInPriorityList(cvar_string("cl_weaponpriority"), me.selectedItem, i));
+
+ scrollbar = 1;
+ if(pos_x < 1 - me.controlWidth - me.tolerance_y * me.controlWidth) scrollbar = 0;
+ if(pos_y < 0 - me.tolerance_x) scrollbar = 0;
+ if(pos_x >= 1 + me.tolerance_y * me.controlWidth) scrollbar = 0;
+ if(pos_y >= 1 + me.tolerance_x) scrollbar = 0;
+
+ if not(scrollbar) // don't change priority if the person is just scrolling
+ {
+ if(me.selectedItem != i)
+ cvar_set("cl_weaponpriority", swapInPriorityList(cvar_string("cl_weaponpriority"), me.selectedItem, i));
+ }
+
return f;
}
string XonoticWeaponsList_toString(entity me)