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>
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