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	<title>TE MULTIGUNSHOT - Revision history</title>
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	<updated>2026-05-16T05:24:33Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.svencoop.com/index.php?title=TE_MULTIGUNSHOT&amp;diff=1399&amp;oldid=prev</id>
		<title>Outerbeast: Created page with &quot;TE_MULTIGUNSHOT Applies multiple decals on the targgeted surface (brush entity or world). A ricochet sound effect is played if count is &gt;= 3...&quot;</title>
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		<updated>2025-10-21T14:10:08Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&lt;a href=&quot;/File:TE_MULTIGUNSHOT.gif&quot; title=&quot;File:TE MULTIGUNSHOT.gif&quot;&gt;frame|TE_MULTIGUNSHOT&lt;/a&gt; Applies multiple decals on the targgeted surface (brush entity or world). A ricochet sound effect is played if count is &amp;gt;= 3...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[File:TE MULTIGUNSHOT.gif|frame|TE_MULTIGUNSHOT]]&lt;br /&gt;
Applies multiple decals on the targgeted surface (brush entity or world). A ricochet sound effect is played if count is &amp;gt;= 3. No tracers are shown and monsters are ignored.&lt;br /&gt;
&lt;br /&gt;
Unlike the other decal methods, the position of a decal is determined by the intersection of a shoot vector and a wall.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
void te_multigunshot(Vector pos, Vector dir, float spreadX=512.0f, &lt;br /&gt;
	float spreadY=512.0f, uint8 count=8, string decal=&amp;quot;{shot4&amp;quot;,&lt;br /&gt;
	NetworkMessageDest msgType=MSG_BROADCAST, edict_t@ dest=null)&lt;br /&gt;
{   &lt;br /&gt;
	NetworkMessage m(msgType, NetworkMessages::SVC_TEMPENTITY, dest);&lt;br /&gt;
	m.WriteByte(TE_MULTIGUNSHOT);&lt;br /&gt;
	m.WriteCoord(pos.x);&lt;br /&gt;
	m.WriteCoord(pos.y);&lt;br /&gt;
	m.WriteCoord(pos.z);&lt;br /&gt;
	m.WriteCoord(dir.x);&lt;br /&gt;
	m.WriteCoord(dir.y);&lt;br /&gt;
	m.WriteCoord(dir.z);&lt;br /&gt;
	m.WriteCoord(spreadX);&lt;br /&gt;
	m.WriteCoord(spreadY);&lt;br /&gt;
	m.WriteByte(count);&lt;br /&gt;
	m.WriteByte(g_EngineFuncs.DecalIndex(decal));&lt;br /&gt;
	m.End();&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Vector	pos	Location to shoot from&lt;br /&gt;
* Vector	dir	Shoot direction&lt;br /&gt;
* float	spreadX	Amount to randomize direction for each trace/decal (horizontal)&lt;br /&gt;
* float	spreadY	Amount to randomize direction for each trace/decal (vertical)&lt;br /&gt;
* uint8	count	Number of bullets to shoot / decals to apply&lt;br /&gt;
* string	decal	Texture name from decals.wad&lt;/div&gt;</summary>
		<author><name>Outerbeast</name></author>
	</entry>
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