I don't know if it would work...but maybe setting sv_timescale to 0, which
would effectively stop all gameplay but should allow for mouse and keyboard
input.


On Mon, Jul 21, 2014 at 2:27 PM, Krzysztof Lesiak <wave....@hotmail.com>
wrote:

>  Hello,
>
> I’ve got a question regarding the paused state: is it possible to pause
> the game programmatically while still allowing kb/mouse input for a vgui
> element? What I’m trying to accomplish is a kind of menu, like e.g. the buy
> menu in CS, with the small difference that the game does not run, entities
> do not think, but are still drawn and the focus is on the UI as long as the
> player holds down a key.
> The best I could find in the source code was CBaseEntity’s MakeDormant
> method, although I’d have to alter it or write an own method that works
> similarly, because that one sets nodraw entity flags and does other
> undesirable things that I’d rather not have.
> Actually, what I want is not so different from the “normal” pause state
> when you press ESC, just that a custom panel should be rendered instead of
> the usual game menu. Does anybody know a good way to do this?
>
> Regards,
> Krzysztof Lesiak
>
>
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>
>


-- 
*Michael Kramer, Software Engineer*
http://www.siosphere.com | kra...@siosphere.com
*[c] 801-530-9454*


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