Revision Difference
WEAPON:AcceptInput#512100
<function name="AcceptInput" parent="WEAPON" type="hook">⤶
<ishook>yes</ishook>⤶
<description>Called when another entity fires an event to this entity.</description>⤶
<realm>Server</realm>⤶
<args>⤶
<arg name="inputName" type="string">The name of the input that was triggered.</arg>⤶
<arg name="activator" type="Entity">The initial cause for the input getting triggered.</arg>⤶
<arg name="called" type="Entity">The entity that directly trigger the input.</arg>⤶
<arg name="data" type="string">The data passed.</arg>⤶
</args>⤶
<rets>⤶
<ret name="" type="boolean">Should we suppress the default action for this input?</ret>⤶
</rets>⤶
</function>⤶
⤶
<example>⤶
<description>A workaround for weapons created by maps not taking into account spawnflags.</description>⤶
<code>⤶
function SWEP:AcceptInput( name, activator, caller, data )⤶
⤶
-- Check for input and spawnflag⤶
if ( name == "ConstraintBroken" && self:HasSpawnFlags( 1 ) ) then⤶
⤶
-- Freeze the weapon⤶
local phys = self:GetPhysicsObject()⤶
if ( IsValid( phys ) ) then phys:EnableMotion( false ) end⤶
⤶
-- Remove the spawnflag so it doesn't freeze the weapon when it is dropped⤶
local newflags = bit.band( self:GetSpawnFlags(), bit.bnot( 1 ) )⤶
self:SetKeyValue( "spawnflags", newflags )⤶
end⤶
end⤶
</code>⤶
⤶
</example>