OK thanks a lot for the tip. I'll try this

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Player.LockView(2);
Player.Animate(1,5,eOnce,eNoBlock);
"Someway to wait for it to end"
Player.UnlockView();
{
var=Random(9);
if(var==1){button1.NormalGraphic++;}
else if(var==2){button2.NormalGraphic++;}
...
else if(var==9){button9.NormalGraphic++;}
else {button10.NormalGraphic++;}
}
{
var=Random(9);
button[var].NormalGraphic++;
}
function on_mouse_click(MouseButton button)
{
if (button == eMouseLeft)
{
// if it is walk-to command
if (mouse.Mode == eModeWalkto)
{
// if there's a hotspot under mouse cursor
if (GetLocationType(mouse.x, mouse.y) == eLocationHotspot)
{
if(IsInteractionAvailable(mouse.x, mouse.y, eModeLookat)==0){
//then fire "interact" event
Room.ProcessClick(mouse.x,mouse.y, eModeInteract);}
}
}
if (GetLocationType(mouse.x, mouse.y) == eLocationHotspot||GetLocationType(mouse.x, mouse.y) == eLocationObject)////if cursor not over hotspot, walk there whatever it is
{
Room.ProcessClick(mouse.x,mouse.y, mouse.Mode);
}
else{Room.ProcessClick(mouse.x,mouse.y, eModeWalkto);}
}
else // right-click, so cycle cursor
{
mouse.SelectNextMode();
}
}
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