Searched refs:Ambients (Results 1 – 4 of 4) sorted by relevance
128 TMap<int, FAmbientSound> Ambients; variable873 Ambients.Clear(); in S_ClearSoundData()1003 ambient = &Ambients[sc.Number]; in S_AddSNDINFO()1454 FAmbientSound *ambient = &Ambients[Wads.GetLumpIndexNum(lumpnum)]; in S_AddBloodSFX()2142 FAmbientSound *ambient = Ambients.CheckKey(args[0]); in MarkPrecacheSounds()2165 ambient = Ambients.CheckKey(args[0]); in Tick()2266 FAmbientSound *amb = Ambients.CheckKey(args[0]); in Activate()2310 FAmbientSound *ambient = Ambients.CheckKey(args[0]); in Deactivate()
225 } Ambients[256]; variable358 ambient = Ambients + index; in S_ParseSndInfo()
21 Volume Ambients = 100
1121 } Ambients[256]; variable1252 ambient = Ambients + index; in S_ParseSndInfo()1370 struct AmbientSound *ambient = &Ambients[actor->args[0]]; in A_Ambient()1410 struct AmbientSound *amb = &Ambients[ambient]; in S_ActivateAmbient()