WEAPON:AcceptInput

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 WEAPON:AcceptInput( )

Contents

Description

Called when another entity fires an event to this entity.

Arguments

string inputName

The name of the input that was triggered.

Arguments

Entity activator

The initial cause for the input getting triggered.

Arguments

Entity called

The entity that directly trigger the input.

Arguments

string data

The data passed.

Returns

boolean

Should we suppress the default action for this input?

Examples

Example

A workaround for weapons created by maps not taking into account spawnflags.

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


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