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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.


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.