Searched refs:missileHitSound (Results 1 – 10 of 10) sorted by relevance
184 weaponInfo->missileHitSound = NULL_SOUND; in CG_RegisterWeapon()218 weaponInfo->missileHitSound = NULL_SOUND; in CG_RegisterWeapon()260 weaponInfo->missileHitSound = NULL_SOUND; in CG_RegisterWeapon()292 weaponInfo->missileHitSound = NULL_SOUND; in CG_RegisterWeapon()352 weaponInfo->missileHitSound = NULL_SOUND; in CG_RegisterWeapon()374 weaponInfo->missileHitSound = NULL_SOUND; in CG_RegisterWeapon()407 weaponInfo->missileHitSound = NULL_SOUND; in CG_RegisterWeapon()442 weaponInfo->missileHitSound = NULL_SOUND; in CG_RegisterWeapon()474 weaponInfo->missileHitSound = NULL_SOUND; in CG_RegisterWeapon()509 weaponInfo->missileHitSound = NULL_SOUND; in CG_RegisterWeapon()[all …]
679 sfxHandle_t missileHitSound; member
143 char missileHitSound[64]; // Missile impact sound member
998 Q_strncpyz(weaponData[wpnParms.weaponNum].missileHitSound,tokenStr,len); in WPN_MissileHitSound()
1671 sfxHandle_t missileHitSound; member
1090 Q_strncpyz(weaponData[wpnParms.weaponNum].missileHitSound,tokenStr,len); in WPN_MissileHitSound()
1703 sfxHandle_t missileHitSound; member
199 if (weaponData[weaponNum].missileHitSound[0]) { in CG_RegisterWeapon()200 weaponInfo->missileHitSound = cgi_S_RegisterSound( weaponData[weaponNum].missileHitSound ); in CG_RegisterWeapon()
196 if (weaponData[weaponNum].missileHitSound[0]) { in CG_RegisterWeapon()197 weaponInfo->missileHitSound = cgi_S_RegisterSound( weaponData[weaponNum].missileHitSound ); in CG_RegisterWeapon()