 
   onSpriteMouseDown: (e) ->
     # Sprite clicks happen after stage clicks, but we need to know whether a sprite is being clicked.
-    clearTimeout @backgroundAddClickTimeout
-    if e.originalEvent.nativeEvent.button == 2
-      @onSpriteContextMenu e
+    # clearTimeout @backgroundAddClickTimeout
+    # if e.originalEvent.nativeEvent.button == 2
+    #   @onSpriteContextMenu e
 
   onStageMouseUp: (e) ->
     if @addThangSprite
-      # If we click on the background, we need to add @addThangSprite, but not if onSpriteMouseDown will fire.
+      # If we click on the background, we need to add @addThangSprite, but not if onSpriteMouseUp will fire.
       @backgroundAddClickTimeout = _.defer => @onExtantThangSelected {}
     $('#contextmenu').hide()
 

    'level-thang-edited': 'onLevelThangEdited'
    'level-thang-done-editing': 'onLevelThangDoneEditing'
    'level:view-switched': 'onViewSwitched'
    'sprite:mouse-down': 'onSpriteMouseDown'
    'sprite:dragged': 'onSpriteDragged'
    'sprite:mouse-up': 'onSpriteMouseUp'
    'sprite:double-clicked': 'onSpriteDoubleClicked'

    @calculateMovement(stageX / w, stageY / h, w / h)

  onSpriteMouseUp: (e) ->
    clearTimeout @backgroundAddClickTimeout
    if e.originalEvent.nativeEvent.button == 2
      @onSpriteContextMenu e
    clearInterval(@movementInterval) if @movementInterval?
    @movementInterval = null
    @surface.camera.dragDisabled = false
