Searched refs:getActivationSound (Results 1 – 4 of 4) sorted by relevance
76 if (battery->getActivationSound() && in invokeAction()77 0 != strcmp("none", battery->getActivationSound())) in invokeAction()81 S3D::getModFile(S3D::formatStringBuffer("data/wav/%s", battery->getActivationSound()))); in invokeAction()105 if (accessory->getActivationSound() && in invokeAction()106 0 != strcmp("none", accessory->getActivationSound())) in invokeAction()110 S3D::getModFile(S3D::formatStringBuffer("data/wav/%s", accessory->getActivationSound()))); in invokeAction()143 if (parachute->getActivationSound() && in invokeAction()144 0 != strcmp("none", parachute->getActivationSound())) in invokeAction()148 S3D::getModFile(S3D::formatStringBuffer("data/wav/%s", parachute->getActivationSound()))); in invokeAction()
225 if (weapon->getParent()->getActivationSound() && in tankFired()226 0 != strcmp("none", weapon->getParent()->getActivationSound())) in tankFired()231 weapon->getParent()->getActivationSound()))); in tankFired()
109 …if (!S3D::checkDataFile(S3D::formatStringBuffer("data/wav/%s", getActivationSound()))) return fals… in parseXML()260 const char *Accessory::getActivationSound() in getActivationSound() function in Accessory
56 const char *getActivationSound();