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- on idle
- global gCursorReady
- if gCursorReady = 1 then
- cursor(200)
- checkCursors()
- set the locH of sprite 48 to the mouseH
- set the locV of sprite 48 to the mouseV
- updateStage()
- end if
- end
-
- on checkCursors
- global gMagCursor
- set the castNum of sprite 48 to the number of member "curs1"
- repeat with i = 2 to 6
- if rollOver(i) then
- set the castNum of sprite 48 to the number of member "hotCursor"
- end if
- end repeat
- repeat with i = 9 to 16
- if rollOver(i) then
- set the castNum of sprite 48 to the number of member "hotCursor"
- end if
- end repeat
- if rollOver(22) then
- set the castNum of sprite 48 to the number of member "deMagCursor"
- end if
- if rollOver(46) then
- set the castNum of sprite 48 to the number of member "hotCursor"
- end if
- if rollOver(47) then
- set the castNum of sprite 48 to the number of member "hotCursor"
- end if
- end
-