Revision Difference
WEAPON:AcceptInput#553239
<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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