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Searched refs:SOUNDFX (Results 1 – 10 of 10) sorted by relevance

/dports/games/flare-engine/flare-engine-1.12/src/api/
H A DMapSaver.h63 SOUNDFX = 7, enumerator
H A DMapSaver.cpp31 EVENT_COMPONENT_NAME[EC::SOUNDFX] = "soundfx"; in MapSaver()
412 else if (e.type == EC::SOUNDFX) {
/dports/games/flare-engine/flare-engine-1.12/src/
H A DEventManager.h41 SOUNDFX = 7, enumerator
H A DEventManager.cpp287 e->type = EventComponent::SOUNDFX; in loadEventComponentString()
823 else if (ec->type == EventComponent::SOUNDFX) { in executeEventInternal()
/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/
H A DNAMES.H96 #define SOUNDFX 71 macro
H A Dgame4.c848 case SOUNDFX: in spawn()
H A Dpremap.c1356 case SOUNDFX: in prelevel()
/dports/games/kevedit/kevedit-0.5.1/docs/
H A Dlangref.hlp633 !-SOUNDFX;The sound effects built into ZZT
/dports/games/NBlood/NBlood-a1689a4/source/rr/src/
H A Dnamesdyn.cpp818 { "SOUNDFX", DVPTR(SOUNDFX), 0, SOUNDFX__STATICRR },
2272 int32_t SOUNDFX = 0; variable
H A Dnamesdyn.h2936 extern int32_t SOUNDFX;