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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" &amp;&amp; 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>