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Searched refs:dying_sound_playing (Results 1 – 6 of 6) sorted by relevance

/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/common/main/
H A Daistruct.h236 sbyte dying_sound_playing{}; // !0 if this robot is playing its dying sound.
262 sbyte dying_sound_playing; // !0 if this robot is playing its dying sound. member
/dports/games/d2x/d2x-0.2.5/main/
H A Daistruct.h136 byte dying_sound_playing; // !0 if this robot is playing its dying sound. member
H A Dai2.c215 aip->dying_sound_playing = 0; in init_ai_object()
2182 int do_robot_dying_frame(object *objp, fix start_time, fix roll_duration, byte *dying_sound_playing in do_robot_dying_frame() argument
2206 if (!*dying_sound_playing) { in do_robot_dying_frame()
2208 *dying_sound_playing = 1; in do_robot_dying_frame()
2225 objp->ctype.ai_info.dying_sound_playing = 0; in start_robot_death_sequence()
2253 …dying_start_time, min(death_roll/2+1,6)*F1_0, &objp->ctype.ai_info.dying_sound_playing, Robot_info… in do_any_robot_dying_frame()
/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/similar/main/
H A Dstate.cpp417 obj_rw->ctype.ai_info.dying_sound_playing = obj.ctype.ai_info.dying_sound_playing; in state_object_to_object_rw()
607 obj.ctype.ai_info.dying_sound_playing = obj_rw->ctype.ai_info.dying_sound_playing; in state_object_rw_to_object()
H A Dai.cpp576 aip->dying_sound_playing = 0; in init_ai_object()
2433 ai_info.dying_sound_playing = 0; in start_robot_death_sequence()
2443 …st vmobjptridx_t objp, fix64 start_time, fix roll_duration, sbyte *dying_sound_playing, int death_… in do_robot_dying_frame() argument
2460 if (!*dying_sound_playing) { in do_robot_dying_frame()
2461 *dying_sound_playing = 1; in do_robot_dying_frame()
2500 …dying_start_time, min(death_roll/2+1,6)*F1_0, &objp->ctype.ai_info.dying_sound_playing, Robot_info… in do_any_robot_dying_frame()
H A Dmulti.cpp6012 obj_rw->ctype.ai_info.dying_sound_playing = obj.ctype.ai_info.dying_sound_playing; in multi_object_to_object_rw()
6190 obj.ctype.ai_info.dying_sound_playing = obj_rw->ctype.ai_info.dying_sound_playing; in multi_object_rw_to_object()