Revision Difference
GM:AcceptInput#552915
<function name="AcceptInput" parent="GM" type="hook">
<description>
Called when a map I/O event occurs.
See also <page>Entity:Fire</page> and <page>Entity:Input</page> for functions to fire Inputs on entities.
</description>
<realm>Server</realm>
<predicted>No</predicted>⤶
<args>
<arg name="ent" type="Entity">Entity that receives the input</arg>
<arg name="input" type="string">The input name. Is not guaranteed to be a valid input on the entity.</arg>
<arg name="activator" type="Entity">Activator of the input</arg>
<arg name="caller" type="Entity">Caller of the input</arg>
<arg name="value" type="any">Data provided with the input. Will be either a <page>string</page>, a <page>number</page>, a <page>boolean</page> or a <page>nil</page>.</arg>
</args>
<rets>
<ret name="" type="boolean">Return true to prevent this input from being processed. Do not return otherwise.</ret>
</rets>
</function>
<example>
<description>This would block any input that the lua_run entity would receive.</description>
<code>
hook.Add( "AcceptInput", "BlockLuaRun", function( ent, name, activator, caller, data )
if ( ent:GetClass() == "lua_run" ) then
return true
end
end )
</code>
</example>
<example>
<description>Block the Open/Close input on doors.</description>
<code>
local DoorClasses = {
["func_door"] = true,
["func_door_rotating"] = true
}
local BlockedInputs = {
["Open"] = true,
["Close"] = true
}
hook.Add( "AcceptInput", "BlockDoors", function( ent, name, activator, caller, data )
if ( BlockedInputs[name] and DoorClasses[ent:GetClass()] ) then
return true
end
end )
</code>
</example>