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If you hit N in the 3d viewport, then in the menu on the side that opens up (or closes if you already had it open), then go to the "Shading" tab and open it, and check the "backface culling" box, you'll see the polys in Blender the way games engines see them.
If what you want can be done in blender it would be like this:
In 2.79: Under the properties panel, open the shading tab and click on "Backface Culling".
In 2.80: Open up the "Overlays" menu and click "Backface Culling".
Unfortunately, I'm not too familiar with Source's shader system, atm. So, unfortunately, I can't speak to that side of it.
Or is duplicating the only way?
Lets say your mesh is a simple plane. One side will be invisible in the game engine. In blender you'll need to take that plane, duplicate it, flip it around 180 degrees so it is on the backface of your original plane and both planes have their backfaces facing each other. Then you need to also do the same "mirror" process to your texture. That is how you make it work for a game engine.
BFC off: (how Blender displays mesh by default)
https://steamcommunity.com/sharedfiles/filedetails/?id=1208344535
BFC on: (how game engine actually sees the mesh)
https://steamcommunity.com/sharedfiles/filedetails/?id=1208344903
Mirror the mesh:
https://steamcommunity.com/sharedfiles/filedetails/?id=1208345405
It isn't a setting to disable, for exporting meshes or anything. That is how video cards and game engines actually see the polys. Blender, and I'm assuming all other 3d apps do it as well, "cheats" and shows them as double sided, when they are not. Probably for artist convenience or something - some people must figure it is nicer to look at the meshes like that or something.
Turning backface culling off in Blender shows you how the video card and game engines actually see the polygons. And you have to model based off of what your mesh looks like with backface culling off. If you are doing video game/real time stuff at least.