Original:
Code:
case MWM_MOUSEWHEEL:
{
if ( ZGetGame()->IsReplay())
break;
int nDelta = pEvent->nDelta;
if ( (ZGetMyInfo()->IsAdminGrade() && ZGetCombatInterface()->GetObserver()->IsVisible()) ||
(ZGetGameInterface()->GetScreenDebugger()->IsVisible()) ||
(!ZGetGameInterface()->m_bViewUI))
{
ZCamera* pCamera = ZGetGameInterface()->GetCamera();
pCamera->m_fDist+=-(float)nDelta;
pCamera->m_fDist=max(CAMERA_DIST_MIN,pCamera->m_fDist);
pCamera->m_fDist=min(CAMERA_DIST_MAX,pCamera->m_fDist);
break;
}
// if (nDelta > 0) ZGetGameInterface()->ChangeWeapon(ZCWT_PREV);
// else if (nDelta < 0) ZGetGameInterface()->ChangeWeapon(ZCWT_NEXT);
}break;
Edited:
Code:
case MWM_MOUSEWHEEL:
{
if ( ZGetGame()->IsReplay())
break;
int nDelta = pEvent->nDelta;
if ( (ZGetCombatInterface()->GetObserver()->IsVisible()) ||
(ZGetGameInterface()->GetScreenDebugger()->IsVisible()) ||
(!ZGetGameInterface()->m_bViewUI))
{
ZCamera* pCamera = ZGetGameInterface()->GetCamera();
pCamera->m_fDist+=-(float)nDelta;
pCamera->m_fDist=max(CAMERA_DIST_MIN,pCamera->m_fDist);
pCamera->m_fDist=min(CAMERA_DIST_MAX,pCamera->m_fDist);
break;
}
// if (nDelta > 0) ZGetGameInterface()->ChangeWeapon(ZCWT_PREV);
// else if (nDelta < 0) ZGetGameInterface()->ChangeWeapon(ZCWT_NEXT);
}break;
EDITEDITEDIT: I didn't test it, but it's common sense.