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TE_BSPDECAL
wootguy edited this page Nov 29, 2025
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3 revisions
Applies a decal to a world surface. Decals are referenced from the .bsp instead of decals.wad.
I've haven't been able to get this working - you can't load just any texture stored in the BSP. I guess it's possible g_EngineFuncs.DecalIndex() is not looking there.
| Type | Name | Description |
|---|---|---|
| Vector | pos | Center location of the decal. It needs to be witnin a few units of a surface. |
| const char* | decal | Decal name from the map .bsp |
void te_bspdecal(Vector pos, const char* decal="{handi",
int msgType=MSG_BROADCAST, edict_t* dest=NULL)
{
MESSAGE_BEGIN(msgType, SVC_TEMPENTITY, dest);
WRITE_BYTE(TE_BSPDECAL);
WRITE_COORD(pos.x);
WRITE_COORD(pos.y);
WRITE_COORD(pos.z);
WRITE_BYTE(g_EngineFuncs.DecalIndex(decal));
MESSAGE_END();
}