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I don't have the SDK in front of me, and it's been months since I've worked
with it (bad coder, bad!), but I recall there being a DispatchSave function
the engine calls when it needs to save.  If you can insert some sort of logic
check in there to not save when a given flag is set, then you can at least
avoid saving the information.  It would still create a file probably, but when
the user tries to load their file Half-Life will probably crash because
there's no data, and the won't think of doing that again. :)

Sorry if that wasn't of much help :/
>From: "Ryan \"Professional Victim\" Desgroseilliers"
>Reply-To: [EMAIL PROTECTED]
>To: "HLCoders"
>Subject: [hlcoders] Saving and the HLSDK
>Date: Sat, 28 Dec 2002 17:34:34 -0800
>
>I've run into something of a problem during my coding work for the
>Nightwatch mod, regarding the way Half-Life handles saving. There are a few
>situations where saves of any kind would be quite problematic both
>programmatically and from a design standpoint, such as the introductory
>camera sequence, and I've been trying for some time to find a way to stop
>players from saving at those points using the SDK, with no luck. Since this
>is a single player mod and cheating isn't really an issue, the Quick Save
>functionality can probably be worked around fairly easily by simply removing
>the bind option, but I can find no way to stop saves initiated from the menu
>interface.
>
>Does anyone know of a way that the engine could be prevented from accepting
>save commands?
>
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          • Re... Ryan \"Professional Victim\" Desgroseilliers
            • ... Sebastian Steinlechner
  • Skyler York

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