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- on mouseDown
- global nSalto, nPixelsH, nPixelsV, nLinea, nTotalLineas, mc, mmc, nUltimo, nPrimero
- set nPosH to the mouseH
- set nPosV to the mouseV
- set nUltimo to (nLinea * nSalto) - 2
- set nPrimero to ((nLinea - 1) * nSalto) + 2
- repeat while the stillDown
- cursor([mc, mmc])
- set nStepH to (nPosH - the mouseH) / nPixelsH
- set nStepV to (nPosV - the mouseV) / nPixelsV
- if nStepV < 0 then
- set nPosV to the mouseV
- if (the movieTime of sprite 5 - nSalto) >= 0 then
- set the movieTime of sprite 5 to the movieTime of sprite 5 - nSalto
- set nLinea to nLinea - 1
- set nUltimo to (nLinea * nSalto) - 4
- set nPrimero to (nLinea - 1) * nSalto
- end if
- end if
- if nStepV > 0 then
- set nPosV to the mouseV
- if (the movieTime of sprite 5 + nSalto) < (nSalto * nTotalLineas) then
- set the movieTime of sprite 5 to the movieTime of sprite 5 + nSalto
- set nLinea to nLinea + 1
- set nUltimo to (nLinea * nSalto) - 4
- set nPrimero to (nLinea - 1) * nSalto
- end if
- end if
- if nStepH > 0 then
- set nPosH to the mouseH
- if (the movieTime of sprite 5 + (nStepH * 2)) > nUltimo then
- set the movieTime of sprite 5 to nPrimero
- else
- set the movieTime of sprite 5 to the movieTime of sprite 5 + (nStepH * 2)
- end if
- end if
- if nStepH < 0 then
- set nPosH to the mouseH
- if (the movieTime of sprite 5 + (nStepH * 2)) < nPrimero then
- set the movieTime of sprite 5 to nUltimo
- next repeat
- end if
- set the movieTime of sprite 5 to the movieTime of sprite 5 + (nStepH * 2)
- end if
- end repeat
- end
-