--
[ Picked text/plain from multipart/alternative ]
Instead of using the gamemenu.res file to build our main menu, we are using
a fullscreen panel.  This allows for customization that is not possible (to
the best of my knowledge) using the gamemenu.res file.

Since the gamemenu.res file is blank, when the user hits escape in-game,
they see a blank screen.  We give in-game access to our main menu through a
custom HUD.

If that doesn't clear things up, let me know and I'll try to give a more
detailed explanation.

On 1/23/07, Ryan Klein <[EMAIL PROTECTED]> wrote:
>
> Why do you want to do this?
>
> -Ryan
>
> Oliver wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > We'd like to limit user's ability to access the main menu (what you see
> when
> > HL2 starts) from in-game.  By default, this menu is accessed in-game
> through
> > the escape key.  Our goal is to unbind the escape key so that when it is
> > pressed, the main menu does not appear in-game.
> >
> > We've tried:
> >
> > -Removing the escape binding from config.cfg
> > -Rebinding escape to something else in-game
> > -Manually disabling escape with:
> >
> > int CInput::KeyEvent( int down, int keynum, const char
> *pszCurrentBinding )
> > {
> >     //Disable escape
> >     if(keynum == K_ESCAPE) return 0;
> >
> >     if ( g_pClientMode )
> >         return g_pClientMode->KeyInput(down, keynum, pszCurrentBinding);
> >
> >     return 1;
> > }
> >
> > None of the 3 attempts were successful.  In the last attempt,
> KeyEvent(...)
> > returned 0, but the main menu was still accessed.  Any ideas?
> >
> > Thanks,
> > Oliver
> > --
> >
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> >
> >
>
>
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