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[ Picked text/plain from multipart/alternative ]
Surely you could make your entities still work when saved, i mean, the
whole point of the saving is that it restores it to the exact state it
was before.

-av

Cortex wrote:

>Oups, I didn't notice that lol
>sorry :\
>
>      - Cortex : HL ALBATOR coder & mapper
>      - [EMAIL PROTECTED] & ICQ : 71548738
>
>Philip wrote:
>
>
>>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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>>>
>>>
>>>
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>
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