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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>