What is the big deal behind this anyway guys??
Why don't you simply do this like this (this will works for 100%, cause this is how I've done it in my inventory):
Code:
// switch to toggle inventory:
void toggleInventory(){
	// put some comperisions here:
	// f.e. if we are dead, don't allow to toggle inventory:
	if(player.health <= 0){ return; }
	// toggle var:
	invOpen += 1;
	invOpen %= 2;
	// if we've opened the intentory:
	if(invOpen == 1){
		// show the mouse pointer:
		mouse_mode = 2;
	}
	else{
		// hide the mouse:
		mouse_mode = 0;
	}
}

// players actions:
action heroDude(){
	// toggle inventory:
	on_i = toggleInventory;	
	// player's loop:
	while(my.health > 0){
		// .......
		// .......
		// .......
		// if inventory closed:
		if(invOpen == 0){
			// allow to move:
			force.x = 10 * (key_w - key_s) * time_step;
			force.y = 10 * (key_a - key_d) * time_step;
			force.z = 0;
		}
		else{
			// if it was open, stop movement:
			vec_set(force.x, nullvector);
		}
		// .......
		// .......
		// .......
		// wait one frame:
		wait(1);
	}
}


// main game function:
void main(){
	// .......
	// .......
	// .......
	// main game loop:
	while(1){
		// .......
		// .......
		// .......
		// if we've enabled the mouse:
		if(mouse_mode > 0){
			// move it's position with a cursor:
			vec_set(mouse_pos.x, mouse_cursor.x);
		}
		// wait one frame:
		wait(1);
	}
}

Why are you trying to make things complicated? Make it easier instead laugh


Greets

Last edited by 3run; 09/19/13 09:45. Reason: ADDED MOUSE CURSOR!

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