Create(): Difference between revisions
Jump to navigation
Jump to search
No edit summary |
Biohazard 90 (talk | contribs) m (it makes no difference of course) |
||
Line 2: | Line 2: | ||
|de=Create():de | |de=Create():de | ||
}} | }} | ||
'''<code>CBaseEntity::Create()</code>''' creates and [[Spawn()|spawns]] a new [[entity]]. It can be called directly as well as from an existing object. | '''<code>CBaseEntity::Create()</code>''' creates and [[Spawn()|spawns]] a new [[entity]]. It can be called directly as well as from an existing object. It makes no difference which way you choose. | ||
The function <code>[[CBaseTempEntity]]::Create()</code> has another purpose, it can be used to dispatch an already existing [[Temporary Entity]]. | |||
== Arguments == | == Arguments == |
Revision as of 17:27, 28 May 2011
Template:Otherlang2
CBaseEntity::Create()
creates and spawns a new entity. It can be called directly as well as from an existing object. It makes no difference which way you choose.
The function CBaseTempEntity::Create()
has another purpose, it can be used to dispatch an already existing Temporary Entity.
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.