Create(): Difference between revisions
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'''<code>CBaseEntity::Create()</code>''' creates and [[Spawn()|spawns]] a new [[entity]]. It can be called directly as well as from an existing object. {{todo|Is there any difference between those two approaches?}} | |||
There is also <code>[[CBaseTempEntity]]::Create()</code>, which has a similar purpose but behaves quite differently. | |||
== Arguments == | |||
; <code>const [[char]]* szName</code> | |||
: The [[classname]] of the entity that should be created. Must be a pointer to constant memory; an ordinary string literal like <code>"npc_class"</code> will do. | |||
; <code>const [[Vector]]& vecOrigin</code> | |||
: The initial [[origin]] of the entity. | |||
; <code>const [[QAngle]]& vecAngles</code> | |||
: The initial orientation of the entity. | |||
; <code>[[CBaseEntity]]* pOwner</code> | |||
: The [[owner]] of the new entity. Pass <code>NULL</code> if there shouldn't be one. | |||
[[Category:Functions]] |
Revision as of 09:29, 16 September 2009
CBaseEntity::Create()
creates and spawns a new entity. It can be called directly as well as from an existing object.
Todo: Is there any difference between those two approaches?
There is also CBaseTempEntity::Create()
, which has a similar purpose but behaves quite differently.
Arguments
const char* szName
- The classname of the entity that should be created. Must be a pointer to constant memory; an ordinary string literal like
"npc_class"
will do. const Vector& vecOrigin
- The initial origin of the entity.
const QAngle& vecAngles
- The initial orientation of the entity.
CBaseEntity* pOwner
- The owner of the new entity. Pass
NULL
if there shouldn't be one.