Searched refs:ARX_NPC_SpawnAudibleSound (Results 1 – 8 of 8) sorted by relevance
/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/game/ |
H A D | NPC.h | 223 void ARX_NPC_SpawnAudibleSound(Vec3f * pos, Entity * source,
|
H A D | Equipment.cpp | 918 ARX_NPC_SpawnAudibleSound(&pos, io_source); in ARX_EQUIPMENT_Strike_Check() 938 ARX_NPC_SpawnAudibleSound(&pos, io_source); in ARX_EQUIPMENT_Strike_Check() 958 ARX_NPC_SpawnAudibleSound(&pos, io_source); in ARX_EQUIPMENT_Strike_Check() 1026 ARX_NPC_SpawnAudibleSound(&sphere.origin, io_source); in ARX_EQUIPMENT_Strike_Check()
|
H A D | Player.cpp | 2515 ARX_NPC_SpawnAudibleSound(&player.pos, entities.player()); in PlayerMovementIterate()
|
H A D | Spells.cpp | 3131 ARX_NPC_SpawnAudibleSound(&entities[source]->pos, entities[source]); in ARX_SPELLS_Launch() 6333 ARX_NPC_SpawnAudibleSound(&sphere.origin, entities[spells[i].caster]); in ARX_SPELLS_Update()
|
H A D | NPC.cpp | 3893 void ARX_NPC_SpawnAudibleSound(Vec3f * pos, Entity * source, const float factor, const float presen… in ARX_NPC_SpawnAudibleSound() function
|
/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/ai/ |
H A D | Paths.cpp | 883 ARX_NPC_SpawnAudibleSound(&Thrown[i].position, entities.player()); in CheckExp() 1087 ARX_NPC_SpawnAudibleSound(v0, entities[Thrown[i].source]); in ARX_THROWN_OBJECT_Manage() 1111 ARX_NPC_SpawnAudibleSound(v0, entities[Thrown[i].source]); in ARX_THROWN_OBJECT_Manage() 1199 ARX_NPC_SpawnAudibleSound(v0, entities[Thrown[i].source]); in ARX_THROWN_OBJECT_Manage() 1214 ARX_NPC_SpawnAudibleSound(v0, entities[Thrown[i].source]); in ARX_THROWN_OBJECT_Manage()
|
/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/scene/ |
H A D | GameSound.cpp | 690 ARX_NPC_SpawnAudibleSound(position, source, power, presence); in ARX_SOUND_PlayCollision() 748 ARX_NPC_SpawnAudibleSound(position, source, power, presence); in ARX_SOUND_PlayCollision()
|
/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/graphics/spells/ |
H A D | Spells01.cpp | 660 ARX_NPC_SpawnAudibleSound(&pMM->eCurPos, entities[spells[spellinstance].caster]); in CheckCollision()
|