Searched refs:SOF_PLAY_FOREVER (Results 1 – 8 of 8) sorted by relevance
/dports/games/d2x/d2x-0.2.5/main/old/ |
H A D | digiobj.c | 57 #define SOF_PLAY_FOREVER 16 // Play forever (or until level is stopped), otherwise plays once macro 329 SoundObjects[i].flags & SOF_PLAY_FOREVER, in digi_start_sound_object() 385 SoundObjects[i].flags |= SOF_PLAY_FOREVER; in digi_link_sound_to_object3() 411 if ( (SoundObjects[i].channel < 0) && (!(SoundObjects[i].flags & SOF_PLAY_FOREVER)) ) { in digi_link_sound_to_object3() 471 SoundObjects[i].flags |= SOF_PLAY_FOREVER; in digi_link_sound_to_pos2() 585 (SoundObjects[i].flags & SOF_PLAY_FOREVER) in digi_record_sound_objects() 618 if ( !(SoundObjects[i].flags & SOF_PLAY_FOREVER) ) { in digi_sync_sounds() 654 if (SoundObjects[i].flags & SOF_PLAY_FOREVER) in digi_sync_sounds() 674 if (SoundObjects[i].flags & SOF_PLAY_FOREVER) in digi_sync_sounds() 682 if (! (SoundObjects[i].flags & SOF_PLAY_FOREVER)) { in digi_sync_sounds() [all …]
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/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/similar/main/ |
H A D | digiobj.cpp | 59 constexpr std::integral_constant<unsigned, 16> SOF_PLAY_FOREVER{}; // Play forever (or until level… variable 368 s.flags & SOF_PLAY_FOREVER, in digi_start_sound_object() 380 so.flags |= SOF_PLAY_FOREVER; in digi_link_sound_common() 396 if ( (so.channel < 0) && (!(so.flags & SOF_PLAY_FOREVER)) ) { in digi_link_sound_common() 535 if ((s.flags & SOF_USED) && (s.flags & SOF_LINK_TO_OBJ) && (s.flags & SOF_PLAY_FOREVER)) in digi_record_sound_objects() 571 if ( !(s.flags & SOF_PLAY_FOREVER) ) { in digi_sync_sounds() 598 if (s.flags & SOF_PLAY_FOREVER) in digi_sync_sounds() 619 if (s.flags & SOF_PLAY_FOREVER) in digi_sync_sounds() 626 if (! (s.flags & SOF_PLAY_FOREVER)) { in digi_sync_sounds() 660 if (! (s.flags & SOF_PLAY_FOREVER)) in digi_pause_digi_sounds()
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/dports/games/d2x/d2x-0.2.5/arch/sdl/ |
H A D | digi.c | 118 #define SOF_PLAY_FOREVER 16 // Play forever (or until level is stopped), otherwise plays once macro 395 SoundSlots[slot].looped = (SoundObjects[obj].flags & SOF_PLAY_FOREVER); in digi_start_sound_object() 555 SoundObjects[i].flags |= SOF_PLAY_FOREVER; in digi_link_sound_to_object3() 582 if ( (SoundObjects[i].handle < 0) && (!(SoundObjects[i].flags & SOF_PLAY_FOREVER)) ) { in digi_link_sound_to_object3() 641 SoundObjects[i].flags |= SOF_PLAY_FOREVER; in digi_link_sound_to_pos2() 670 if ( (SoundObjects[i].handle < 0) && (!(SoundObjects[i].flags & SOF_PLAY_FOREVER)) ) { in digi_link_sound_to_pos2() 750 if ( !(SoundObjects[i].flags & SOF_PLAY_FOREVER) ) { in digi_sync_sounds() 773 if ( (SoundObjects[i].flags & SOF_PLAYING) && (SoundObjects[i].flags & SOF_PLAY_FOREVER)) { in digi_sync_sounds() 788 if ((SoundObjects[i].flags & SOF_PLAYING)&&(SoundObjects[i].flags & SOF_PLAY_FOREVER)) { in digi_sync_sounds()
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/dports/games/d2x/d2x-0.2.5/arch/dos/ |
H A D | digiallg.c | 90 #define SOF_PLAY_FOREVER 16 // Play forever (or until level is stopped), otherwise plays once macro 634 (SoundObjects[i].flags & SOF_PLAY_FOREVER) ? 1 : 0 in digi_start_sound_object() 685 SoundObjects[i].flags |= SOF_PLAY_FOREVER; in digi_link_sound_to_object2() 751 SoundObjects[i].flags |= SOF_PLAY_FOREVER; in digi_link_sound_to_pos2() 845 if ( !(SoundObjects[i].flags & SOF_PLAY_FOREVER) ) { in digi_sync_sounds() 868 if ( (SoundObjects[i].flags & SOF_PLAYING) && (SoundObjects[i].flags & SOF_PLAY_FOREVER)) { in digi_sync_sounds() 883 if ((SoundObjects[i].flags & SOF_PLAYING)&&(SoundObjects[i].flags & SOF_PLAY_FOREVER)) { in digi_sync_sounds() 920 …SOF_USED) && (SoundObjects[i].flags & SOF_PLAYING)&& (SoundObjects[i].flags & SOF_PLAY_FOREVER) ) { in digi_pause_all()
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H A D | digi.c | 129 #define SOF_PLAY_FOREVER 16 // Play forever (or until level is stopped), otherwise plays once macro 369 SoundSlots[slot].looped = (SoundObjects[obj].flags & SOF_PLAY_FOREVER); in digi_start_sound_object() 520 SoundObjects[i].flags |= SOF_PLAY_FOREVER; in digi_link_sound_to_object2() 583 SoundObjects[i].flags |= SOF_PLAY_FOREVER; in digi_link_sound_to_pos2() 674 if ( !(SoundObjects[i].flags & SOF_PLAY_FOREVER) ) { in digi_sync_sounds() 697 if ( (SoundObjects[i].flags & SOF_PLAYING) && (SoundObjects[i].flags & SOF_PLAY_FOREVER)) { in digi_sync_sounds() 712 if ((SoundObjects[i].flags & SOF_PLAYING)&&(SoundObjects[i].flags & SOF_PLAY_FOREVER)) { in digi_sync_sounds()
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H A D | digimm.c | 128 #define SOF_PLAY_FOREVER 16 // Play forever (or until level is stopped), otherwise plays once macro 454 SoundSlots[slot].looped = (SoundObjects[obj].flags & SOF_PLAY_FOREVER); in digi_start_sound_object() 605 SoundObjects[i].flags |= SOF_PLAY_FOREVER; in digi_link_sound_to_object2() 668 SoundObjects[i].flags |= SOF_PLAY_FOREVER; in digi_link_sound_to_pos2() 759 if ( !(SoundObjects[i].flags & SOF_PLAY_FOREVER) ) { in digi_sync_sounds() 782 if ( (SoundObjects[i].flags & SOF_PLAYING) && (SoundObjects[i].flags & SOF_PLAY_FOREVER)) { in digi_sync_sounds() 797 if ((SoundObjects[i].flags & SOF_PLAYING)&&(SoundObjects[i].flags & SOF_PLAY_FOREVER)) { in digi_sync_sounds()
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/dports/games/d2x/d2x-0.2.5/arch/linux/ |
H A D | alsadigi.c | 110 #define SOF_PLAY_FOREVER 16 // Play forever (or until level is stopped), otherwise plays once macro 432 SoundSlots[slot].looped = (SoundObjects[obj].flags & SOF_PLAY_FOREVER); in digi_start_sound_object() 586 SoundObjects[i].flags |= SOF_PLAY_FOREVER; in digi_link_sound_to_object2() 649 SoundObjects[i].flags |= SOF_PLAY_FOREVER; in digi_link_sound_to_pos2() 744 if ( !(SoundObjects[i].flags & SOF_PLAY_FOREVER) ) { in digi_sync_sounds() 770 if ( (SoundObjects[i].flags & SOF_PLAYING) && (SoundObjects[i].flags & SOF_PLAY_FOREVER)) { in digi_sync_sounds() 787 if ((SoundObjects[i].flags & SOF_PLAYING)&&(SoundObjects[i].flags & SOF_PLAY_FOREVER)) { in digi_sync_sounds()
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/dports/games/d2x/d2x-0.2.5/arch/win32/ |
H A D | digi.c | 37 #define SOF_PLAY_FOREVER 16 // Play forever (or until level is stopped), otherwise plays once macro 329 SoundSlots[slot].looped = (SoundObjects[obj].flags & SOF_PLAY_FOREVER); in digi_start_sound_object() 523 SoundObjects[i].flags |= SOF_PLAY_FOREVER; in digi_link_sound_to_object2() 586 SoundObjects[i].flags |= SOF_PLAY_FOREVER; in digi_link_sound_to_pos2() 693 if ( !(SoundObjects[i].flags & SOF_PLAY_FOREVER) ) { in digi_sync_sounds() 716 if ( (SoundObjects[i].flags & SOF_PLAYING) && (SoundObjects[i].flags & SOF_PLAY_FOREVER)) { in digi_sync_sounds() 739 if ((SoundObjects[i].flags & SOF_PLAYING)&&(SoundObjects[i].flags & SOF_PLAY_FOREVER)) { in digi_sync_sounds()
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