As he mentioned, the key bindings aren't an issue, it's the menu items
that are.

Michael Shimmins

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Cortex
Sent: Sunday, December 29, 2002 6:40 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Saving and the HLSDK


You could do :
CLIENT_COMMAND (pPlayer->pev, "unbindall");
(where pPlayer is a pointer to the player).

Then, all the keys won't have any effect. Then, after the end of the
sequence, you call : CLIENT_COMMAND (pPlayer->pev, "exec config.cfg");
and all the binds will reappear :p

      - Cortex : HL ALBATOR coder & mapper
      - [EMAIL PROTECTED] & ICQ : 71548738

Ryan "Professional Victim" Desgroseilliers wrote:
> 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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