Info projecteddecal: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
(-added class hierarchy)
Line 1: Line 1:
{{CD|CProjectedDecal|file1=world.cpp}}
{{entity|info_projecteddecal|type=e0}} It projects a [[decal]] onto anything capable of receiving one. If it has no target name then the decal will be applied as soon as the map loads; otherwise it will wait for the '''Activate''' input.  
{{entity|info_projecteddecal|type=e0}} It projects a [[decal]] onto anything capable of receiving one. If it has no target name then the decal will be applied as soon as the map loads; otherwise it will wait for the '''Activate''' input.  



Revision as of 22:37, 9 August 2023

C++ Class hierarchy
CProjectedDecal
CPointEntity
CBaseEntity
C++ world.cpp

Template:Entity It projects a decal onto anything capable of receiving one. If it has no target name then the decal will be applied as soon as the map loads; otherwise it will wait for the Activate input.

Keyvalues

texture (texture) <decal>
The image to apply as a decal.
Distance (Distance) <float>
Maximum distance from the origin to project the decal.
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Inputs

Activate
Force the decal to apply itself to the world.

See also