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.
CBaseTempEntity::Create() has another purpose, it can be used to dispatch an already existing Temporary Entity.
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.
- The owner of the new entity. Pass
NULL if there shouldn't be one.