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Searched refs:hitsound (Results 1 – 25 of 82) sorted by relevance

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/dports/games/cdogs-sdl/cdogs-sdl-1.0.1/src/cdogs/
H A Dbullet_class.c920 CFREE(*hitsound); in LoadHitsound()
921 *hitsound = NULL; in LoadHitsound()
922 LoadStr(hitsound, node, name); in LoadHitsound()
926 if (*hitsound != NULL) in LoadHitsound()
930 if (strncmp(*hitsound, "hit_", strlen("hit_")) == 0) in LoadHitsound()
932 strcat(buf, *hitsound + strlen("hit_")); in LoadHitsound()
933 CFREE(*hitsound); in LoadHitsound()
934 CSTRDUP(*hitsound, buf); in LoadHitsound()
939 strcat(buf, *hitsound + strlen("knife_")); in LoadHitsound()
940 CFREE(*hitsound); in LoadHitsound()
[all …]
/dports/games/qudos/QuDos-0.40.1-src/src/mods/zaero/
H A Dg_phys.c819 qboolean hitsound = false; in SV_Physics_Step() local
850 hitsound = true; in SV_Physics_Step()
916 if (hitsound) in SV_Physics_Step()
930 qboolean hitsound = false; in SV_Physics_FallFloat() local
937 hitsound = true; in SV_Physics_FallFloat()
1036 if (hitsound) in SV_Physics_FallFloat()
/dports/games/ecwolf/ecwolf-1.3.3-src/src/thingdef/
H A Dthingdef_codeptr.cpp527 ACTION_PARAM_STRING(hitsound, 2); in ACTION_FUNCTION()
531 misssound = hitsound; in ACTION_FUNCTION()
539 if(!hitsound.IsEmpty()) in ACTION_FUNCTION()
540 PlaySoundLocActor(hitsound, self); in ACTION_FUNCTION()
/dports/games/libretro-tyrquake/tyrquake-e76477d/QW/server/
H A Dsv_phys.c774 qboolean hitsound; in SV_Physics_Step() local
779 hitsound = true; in SV_Physics_Step()
781 hitsound = false; in SV_Physics_Step()
790 if (hitsound) in SV_Physics_Step()
/dports/games/quakeforge/quakeforge-0.7.2/nq/source/
H A Dsv_phys.c767 qboolean hitsound; in SV_Physics_Step() local
772 hitsound = true; in SV_Physics_Step()
774 hitsound = false; in SV_Physics_Step()
782 if (hitsound) in SV_Physics_Step()
/dports/games/quakeforge/quakeforge-0.7.2/qw/source/
H A Dsv_phys.c776 qboolean hitsound; in SV_Physics_Step() local
781 hitsound = true; in SV_Physics_Step()
783 hitsound = false; in SV_Physics_Step()
791 if (hitsound) in SV_Physics_Step()
/dports/games/tenebrae/tenebrae_0/
H A Dsv_phys.c1472 qboolean hitsound = false; in SV_Physics_Step() local
1502 hitsound = true; in SV_Physics_Step()
1564 if (hitsound) in SV_Physics_Step()
1575 qboolean hitsound; in SV_Physics_Step() local
1581 hitsound = true; in SV_Physics_Step()
1583 hitsound = false; in SV_Physics_Step()
1592 if (hitsound) in SV_Physics_Step()
/dports/games/nehquake/NehQuake-bjp-bin-src.linux/src/
H A Dsv_phys.c1424 qboolean hitsound = false; in SV_Physics_Step() local
1454 hitsound = true; in SV_Physics_Step()
1516 if (hitsound) in SV_Physics_Step()
1527 qboolean hitsound; in SV_Physics_Step() local
1533 hitsound = true; in SV_Physics_Step()
1535 hitsound = false; in SV_Physics_Step()
1544 if (hitsound) in SV_Physics_Step()
/dports/games/tesseract-data/tesseract/config/ui/
H A Doptions.cfg557 UIcheckbox $hitsound 0.016
559 ] $UI_optc1wB $UI_optrowh [hitsound (! $hitsound)] -1
/dports/games/qwdtools/mvdsv-0.34/src/
H A Dsv_phys.c801 qbool hitsound; in SV_Physics_Step() local
807 hitsound = true; in SV_Physics_Step()
809 hitsound = false; in SV_Physics_Step()
824 if (hitsound) in SV_Physics_Step()
/dports/games/mvdsv/mvdsv-0.34/src/
H A Dsv_phys.c801 qbool hitsound; in SV_Physics_Step() local
807 hitsound = true; in SV_Physics_Step()
809 hitsound = false; in SV_Physics_Step()
824 if (hitsound) in SV_Physics_Step()
/dports/games/zdoom/zdoom-2.8.1/src/g_doom/
H A Da_scriptedmarine.cpp248 ACTION_PARAM_SOUND(hitsound, 1); in DEFINE_ACTION_FUNCTION_PARAMS()
276 S_Sound (self, CHAN_WEAPON, hitsound, 1, ATTN_NORM); in DEFINE_ACTION_FUNCTION_PARAMS()
/dports/games/quake2lnx/quake2-r0.16.2/src/ctf/
H A Dg_phys.c818 qboolean hitsound = false; in SV_Physics_Step() local
849 hitsound = true; in SV_Physics_Step()
915 if (hitsound) in SV_Physics_Step()
/dports/games/quake2-source/quake2-r0.16.2/src/ctf/
H A Dg_phys.c818 qboolean hitsound = false; in SV_Physics_Step() local
849 hitsound = true; in SV_Physics_Step()
915 if (hitsound) in SV_Physics_Step()
/dports/games/q2p/Q2P-0.2-2006-12-31/ctf/
H A Dg_phys.c818 qboolean hitsound = false; in SV_Physics_Step() local
849 hitsound = true; in SV_Physics_Step()
915 if (hitsound) in SV_Physics_Step()
/dports/games/quake2-ctf/quake2-r0.16.2/src/ctf/
H A Dg_phys.c818 qboolean hitsound = false; in SV_Physics_Step() local
849 hitsound = true; in SV_Physics_Step()
915 if (hitsound) in SV_Physics_Step()
/dports/games/qudos/QuDos-0.40.1-src/src/mods/ctf/
H A Dg_phys.c818 qboolean hitsound = false; in SV_Physics_Step() local
849 hitsound = true; in SV_Physics_Step()
915 if (hitsound) in SV_Physics_Step()
/dports/games/quetoo/quetoo-0.6.1/src/baseq2/
H A Dg_phys.c721 qboolean hitsound = false; in SV_Physics_Step() local
751 hitsound = true; in SV_Physics_Step()
814 if(hitsound) in SV_Physics_Step()
/dports/games/qudos/QuDos-0.40.1-src/src/mods/jabot/
H A Dg_phys.c818 qboolean hitsound = false; in SV_Physics_Step() local
849 hitsound = true; in SV_Physics_Step()
915 if (hitsound) in SV_Physics_Step()
/dports/games/quetoo/quetoo-0.6.1/src/ctf/
H A Dg_phys.c721 qboolean hitsound = false; in SV_Physics_Step() local
751 hitsound = true; in SV_Physics_Step()
812 if(hitsound) in SV_Physics_Step()
/dports/games/vkquake/vkQuake-1.12.2/Quake/
H A Dsv_phys.c1163 qboolean hitsound; in SV_Physics_Step() local
1169 hitsound = true; in SV_Physics_Step()
1171 hitsound = false; in SV_Physics_Step()
1180 if (hitsound) in SV_Physics_Step()
/dports/games/quake2lnx/quake2-r0.16.2/src/game/
H A Dg_phys.c824 qboolean hitsound = false; in SV_Physics_Step() local
855 hitsound = true; in SV_Physics_Step()
923 if (hitsound) in SV_Physics_Step()
/dports/games/quake2max/Quake2maX_0.45-src_unix/game/
H A Dg_phys.c818 qboolean hitsound = false; in SV_Physics_Step() local
849 hitsound = true; in SV_Physics_Step()
917 if (hitsound) in SV_Physics_Step()
/dports/games/quake2-xatrix/quake2-xatrix-3.20/
H A Dg_phys.c811 qboolean hitsound = false; in SV_Physics_Step() local
842 hitsound = true; in SV_Physics_Step()
910 if (hitsound) in SV_Physics_Step()
/dports/games/q2p/Q2P-0.2-2006-12-31/game/
H A Dg_phys.c818 qboolean hitsound = false; in SV_Physics_Step() local
849 hitsound = true; in SV_Physics_Step()
917 if (hitsound) in SV_Physics_Step()

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