Searched refs:BounceSound (Results 1 – 15 of 15) sorted by relevance
547 if (!bNoBounceSound && !bNoWallBounceSnd && (BounceSound || SightSound))549 PlaySound(BounceSound ? BounceSound : SightSound, CHAN_VOICE);630 if (!bNoBounceSound && (BounceSound || SightSound))632 PlaySound(BounceSound ? BounceSound : SightSound, CHAN_VOICE);904 if (!bNoBounceSound && (BounceSound || SightSound))906 PlaySound(BounceSound ? BounceSound : SightSound, CHAN_VOICE);959 if (!bNoBounceSound && (BounceSound || SightSound))961 PlaySound(BounceSound ? BounceSound : SightSound, CHAN_VOICE);
148 name BounceSound;
43 BounceSound = (1 << 2) enumerator
635 BounceSound (void) in BounceSound() function
191 EXTERN void BounceSound (void);
768 BounceSound (); in CheckInfluenceEnemyCollision()
1382 if ((state.sounds & PlayerState::BounceSound) != 0) in doDeadReckoning()
806 addRemoteSound(PlayerState::BounceSound); in doUpdateMotion()
1130 FSoundIDNoInit BounceSound; variable
272 << BounceSound in Serialize()1413 S_Sound (this, CHAN_VOICE, BounceSound, 1, ATTN_IDLE); in PlayBounceSound()4239 BounceSound.MarkUsed(); in MarkPrecacheSounds()
4406 case SOUND_Bounce: return actor->BounceSound; in GetActorSound()
689 defaults->BounceSound = str; in DEFINE_PROPERTY()