Searched refs:activeInstances (Results 1 – 7 of 7) sorted by relevance
118 activeInstances = new set<JSBase *>(); in JSMain()171 delete activeInstances;493 activeInstances->insert(obj);501 if (it != activeInstances->end()) {502 activeInstances->erase(it);510 size_t c = activeInstances->size();512 while (it != activeInstances->end()) {516 if (c == activeInstances->size()) {518 activeInstances->erase(it);521 it = activeInstances->begin();[all …]
277 LOCALASSERT(GameSounds[i].activeInstances==0); in SoundSys_RemoveAll()359 if(!(GameSounds[soundNumber].activeInstances<SOUND_MAXINSTANCES)) return; in Sound_Play()558 GameSounds[soundNumber].activeInstances++; in Sound_Play()588 GameSounds[soundNo].activeInstances--; in Sound_Stop()589 db_assert1((GameSounds[soundNo].activeInstances>=0)&& in Sound_Stop()590 (GameSounds[soundNo].activeInstances<SOUND_MAXINSTANCES)); in Sound_Stop()
995 GameSounds[soundIndex].activeInstances = 0; in LoadSounds()
26 int activeInstances; member
166 GameSounds[soundNum].activeInstances = 0;; in GetSound()
947 …REF_COUNT(ActiveSounds[activeIndex].PropSetP), GameSounds[gameIndex].activeInstances, activeIndex)… in PlatPlaySound()
303 …std::set<JSBase *> *activeInstances; /* List holding all active instances right now (in a run… member in JSMain