Nuclide
Software Development Kit for id Tech
Decal Groups

Handle the placement of random decals from a group. More...

Functions

void DecalGroups_Init (void)
 
void DecalGroups_Place (string group, vector org)
 
int DecalGroups_NumForName (string group)
 
void DecalGroups_Precache (void)
 
void DecalGroups_Receive (void)
 

Detailed Description

Handle the placement of random decals from a group.

A decal group consists of one material per line:

groupname
{
        "textures/decals/foo" "1"
        "textures/decals/bar" "1"
}

And the weight is used to determine how often the decal gets used.
If you're unsure, put in "1". 

Also, any group named 'TranslationData' will be ignored.
That group is used in Source Engine games to map the 'gamematerial'
keys from surfaceproperties.txt over to a decal.

The reason why we can't support it is simple:
In Source, decals are tied to surfaceproperties and in GoldSrc
the weapons are responsible for deciding which decals to use
on a surface. We obviously cannot do both, but the GoldSrc way
is the most appropriate one for our purposes.

Function Documentation

◆ DecalGroups_Init()

void DecalGroups_Init ( void  )

◆ DecalGroups_NumForName()

int DecalGroups_NumForName ( string  group)

◆ DecalGroups_Place()

void DecalGroups_Place ( string  group,
vector  org 
)

◆ DecalGroups_Precache()

void DecalGroups_Precache ( void  )

◆ DecalGroups_Receive()

void DecalGroups_Receive ( void  )