The only way I can think of this when creating a plugin, is to execute escape 
on the client after you have called the DIALOG_MENU.
Like:
engine->ClientCommand( pEntity, "cancelselect");

-Morten


> -----Oprindelig meddelelse-----
> Fra: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] P� vegne af Josh
> Sendt: 6. december 2004 17:24
> Til: [EMAIL PROTECTED]
> Emne: RE: [hlcoders] Displaying a menu to a player
>
> IS there a menu capability that doesn't require the user to
> press escape and choose an option? Similar to the non-VGUI
> menus of HL1 ?  I don't want to require the user to press
> escape every time they will see a certain menu (which could
> be up to 2 times per round).
>
> Thanks,
> Josh
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Alfred Reynolds
> Sent: Monday, December 06, 2004 1:39 AM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] Displaying a menu to a player
>
> You need to use the messaging interface, it provides a menu
> capability along with generic text dialogs.
>
> - Alfred
>
> ----Original Message----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent:
> Sunday, December 05, 2004 7:24 PM To: [EMAIL PROTECTED]
> Subject: [hlcoders] Displaying a menu to a player
>
> > Was wondering if this is possible or if anyone has done
> this yet?� I
> > don't mean the sample menus that were shown that require
> you to press
> > escape.� I mean menus similar/better than those found in HL1?� (The
> > non-VGUI menus) And if so, how would I catch which option the user
> > presses?
> >
> > Thanks,
> > Josh
> >
> >
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