struct SEntitySpawnParams { EntityId id; EntityId prevId; EntityGUID guid; EntityGUID prevGuid; IEntityClass* pClass; IEntityArchetype * pArchetype; const char * sLayerName; const char* sName; uint32 nFlags; uint32 nFlagsExtended; bool bIgnoreLock; bool bStaticEntityId; bool bCreatedThroughPool; Vec3 vPosition; Quat qRotation; Vec3 vScale; void* pUserData; IScriptTable * pPropertiesTable; IScriptTable * pPropertiesInstanceTable; };
IEntity.h
bool bCreatedThroughPool;
Entity Pool useage.
bool bIgnoreLock;
Spawn lock.
bool bStaticEntityId;
To support save games compatible with patched levels (patched levels might use more EntityIDs and save game might conflict with dynamic ones).
EntityGUID guid;
Optional entity guid.
EntityId id;
The Entity unique identifier (EntityId). If 0 then an ID will be generated automatically (based on the bStaticEntityId parameter).
uint32 nFlags;
e.g. ENTITY_FLAG_CASTSHADOW
uint32 nFlagsExtended;
EEntityFlagsExtended flags.
IEntityArchetype * pArchetype;
Entity archetype.
IEntityClass* pClass;
Class of entity.
IScriptTable * pPropertiesInstanceTable;
IScriptTable * pPropertiesTable;
Optional properties table.
EntityGUID prevGuid;
Previously used entityGuid, in the case of reloading
EntityId prevId;
Previously used entityId, in the case of reloading
void* pUserData;
Any user defined data. It will be available for container when it will be created.
Quat qRotation;
Initial entity rotation (Local space).
const char * sLayerName;
The name of the layer the entity resides in, when in the Editor.
const char* sName;
The name of the entity... does not need to be unique.
Vec3 vPosition;
Initial entity position (Local space).
Vec3 vScale;
Initial entity scale (Local space).
SEntitySpawnParams();