Searched refs:random_sound (Results 1 – 4 of 4) sorted by relevance
/dports/games/endgame-singularity/singularity-1.00/singularity/code/ |
H A D | mixer.py | 141 random_sound = random.choice(sounds[sound_class]) 143 sys.stderr.write("DEBUG: Playing sound %s.\n" % random_sound["filename"]) 145 random_sound["sound"].set_volume(soundvolumes[sound_volume]) 146 random_sound["sound"].play()
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/dports/games/fargoal/fargoal/src/ |
H A D | player.c | 229 int random_sound = rnd (0, 6); in fight_action() local 232 message_ex(FPS * 1.25, creature[random_sound], 0, 50, 0, "%s", in fight_action() 233 attacks[7 + random_sound]); in fight_action() 237 message_ex(FPS * 1.25, human[random_sound], 0, 50, 0, "%s", in fight_action() 238 attacks[random_sound]); in fight_action()
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/dports/games/alephone/alephone-release-20190331/Source_Files/GameWorld/ |
H A D | monsters.cpp | 2093 …definition->random_sound_mask)) play_object_sound(monster->object_index, definition->random_sound); in generate_new_path_for_monster() 3697 StreamToValue(S,ObjPtr->random_sound); in unpack_monster_definition() 3773 StreamToValue(S, ObjPtr->random_sound); in unpack_m1_monster_definition() 3857 ValueToStream(S,ObjPtr->random_sound); in pack_monster_definition()
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H A D | monster_definitions.h | 231 …int16 random_sound, random_sound_mask; /* if moving and locked play this sound if we get time and … member
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