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Searched refs:SOF_PLAY_FOREVER (Results 1 – 8 of 8) sorted by relevance

/dports/games/d2x/d2x-0.2.5/main/old/
H A Ddigiobj.c57 #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 …]
/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/similar/main/
H A Ddigiobj.cpp59 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()
/dports/games/d2x/d2x-0.2.5/arch/sdl/
H A Ddigi.c118 #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()
/dports/games/d2x/d2x-0.2.5/arch/dos/
H A Ddigiallg.c90 #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()
H A Ddigi.c129 #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()
H A Ddigimm.c128 #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()
/dports/games/d2x/d2x-0.2.5/arch/linux/
H A Dalsadigi.c110 #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()
/dports/games/d2x/d2x-0.2.5/arch/win32/
H A Ddigi.c37 #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()