You can still get to the menu by pressing ESC.

>
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of Cortex
> Sent: Sunday, December 29, 2002 8:40 PM
> To: [EMAIL PROTECTED]
>
> 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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>
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