Revision Difference
ENTITY:SpawnFunction#519084
<function name="SpawnFunction" parent="ENTITY" type="hook">
<ishook>yes</ishook>
<description>
This is the spawn function. It's called when a player spawns the entity from the spawnmenu.
If you want to make your SENT spawnable you need this function to properly create the entity.
<warning>Unlike other ENTITY functions, the "self" parameter of this function is not an entity but rather the table used to generate the SENT. This table is equivalent to <page>scripted_ents.GetStored</page>("ent_name").</warning>
</description>
<realm>Server</realm>
<predicted>No</predicted>
<args>
<arg name="ply" type="Player">The player that is spawning this SENT</arg>
<arg name="tr" type="table">A <page>TraceResult</page> from player eyes to their aim position</arg>
<arg name="tr" type="table">A <page>Structures/TraceResult</page> from player eyes to their aim position</arg>
<arg name="ClassName" type="string">The classname of your entity</arg>
</args>
</function>
<example>
<description>This is how it is defined in sent_ball</description>
<code>
function ENT:SpawnFunction( ply, tr, ClassName )
if ( !tr.Hit ) then return end
local SpawnPos = tr.HitPos + tr.HitNormal * 16
local ent = ents.Create( ClassName )
ent:SetPos( SpawnPos )
ent:SetBallSize( math.random( 16, 48 ) )
ent:Spawn()
ent:Activate()
return ent
end
</code>
</example>
<example>
<description>This is how base_edit spawns (also rotates the entity to face the player, remove * 10 if it spawns in the air)</description>
<code>
function ENT:SpawnFunction( ply, tr, ClassName )
if ( !tr.Hit ) then return end
local SpawnPos = tr.HitPos + tr.HitNormal * 10
local SpawnAng = ply:EyeAngles()
SpawnAng.p = 0
SpawnAng.y = SpawnAng.y + 180
local ent = ents.Create( ClassName )
ent:SetPos( SpawnPos )
ent:SetAngles( SpawnAng )
ent:Spawn()
ent:Activate()
return ent
end
</code>
</example>