Making an entity wire compatible

Hello there. I’ve adapted my entity to support wire input.
There’s a detonate input, which makes the entity explode, although there is one thing that’s bugging me. It all works great, but it lacks the visible wire connection between components.

Got this in initialize


if(self.Entity.UseWire) then
    if not (WireAddon == nil) then self.Inputs = Wire_CreateInputs(self, { "Detonate" }) end
    end

And this as a standalone function of the entity.



if(self.Entity.UseWire) then

function ENT:TriggerInput(iname, value)
    if (iname == "Detonate") then
     if (value == 1) then
     
      self.Entity.BlowingUp = true 
      self.Entity:Explode() 
      self:Remove()
      
          end
       end
    end
end

Is it possible to give it a visible connection while wiring to other stuff like buttons and stuff?

Found it out on my own.
Just gotta add



Wire_Render(self.Entity)


Into your cl_init.lua DRAW function.