/dports/games/freesynd/freesynd-0.7.5/src/sound/ |
H A D | sound.h | 44 GLASS_BREAKING, enumerator
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/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/ |
H A D | sector2.c | 812 spritesound(GLASS_BREAKING,spr); in checkhitwall() 826 spritesound(GLASS_BREAKING,i); in checkhitwall() 840 spritesound(GLASS_BREAKING,i); in checkhitwall() 849 spritesound(GLASS_BREAKING,spr); in checkhitwall() 1008 spritesound(GLASS_BREAKING,spr); in checkhitwall() 1054 else spritesound(GLASS_BREAKING,spr); in checkhitwall() 1221 spritesound(GLASS_BREAKING,ps[screenpeek].i);
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H A D | sector3.c | 387 spritesound(GLASS_BREAKING,i); in checkhitsprite() 392 spritesound(GLASS_BREAKING,i); in checkhitsprite() 526 spritesound(GLASS_BREAKING,i); in checkhitsprite() 548 spritesound(GLASS_BREAKING,i); in checkhitsprite() 556 spritesound(GLASS_BREAKING,i); in checkhitsprite() 562 spritesound(GLASS_BREAKING,i); in checkhitsprite() 738 spritesound(GLASS_BREAKING,i); in checkhitsprite() 749 spritesound(GLASS_BREAKING,i); in checkhitsprite() 765 spritesound(GLASS_BREAKING,i); in checkhitsprite()
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H A D | SOUNDEFS.H | 135 #define GLASS_BREAKING 19 macro
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/dports/games/NBlood/NBlood-a1689a4/source/rr/src/lunatic/test/ |
H A D | damagehplane.lua | 38 con._sound(aci, D.GLASS_BREAKING)
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/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/ |
H A D | sector.cpp | 1601 A_PlaySound(GLASS_BREAKING, spriteNum); in A_DamageWall_Internal() 1652 A_PlaySound(GLASS_BREAKING, i); in A_DamageWall_Internal() 1665 A_PlaySound(GLASS_BREAKING, spriteNum); in A_DamageWall_Internal() 1898 A_PlaySound(GLASS_BREAKING, g_player[screenpeek].ps->i); 2141 A_PlaySound(GLASS_BREAKING,spriteNum); 2149 A_PlaySound(GLASS_BREAKING,spriteNum); 2163 A_PlaySound(GLASS_BREAKING,spriteNum); 2172 A_PlaySound(GLASS_BREAKING,spriteNum); 2179 A_PlaySound(GLASS_BREAKING,spriteNum); 2192 A_PlaySound(GLASS_BREAKING,spriteNum); [all …]
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H A D | soundsdyn.cpp | 121 { "GLASS_BREAKING", DVPTR(GLASS_BREAKING), GLASS_BREAKING__STATIC }, 267 int32_t GLASS_BREAKING = GLASS_BREAKING__STATIC; variable
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H A D | soundefs.h | 42 #define GLASS_BREAKING 19 macro
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H A D | soundsdyn.h | 255 extern int32_t GLASS_BREAKING;
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H A D | actors.cpp | 4741 A_PlaySound(GLASS_BREAKING, spriteNum); in G_MoveActors()
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/dports/games/NBlood/NBlood-a1689a4/source/rr/src/ |
H A D | sector.cpp | 1920 A_PlaySound(GLASS_BREAKING, i); in A_DamageWall() 2830 A_PlaySound(GLASS_BREAKING, spriteNum); in A_DamageObject() 2836 A_PlaySound(GLASS_BREAKING, spriteNum); in A_DamageObject() 2977 A_PlaySound(GLASS_BREAKING, spriteNum); in A_DamageObject() 2999 A_PlaySound(GLASS_BREAKING, spriteNum); in A_DamageObject() 3007 A_PlaySound(GLASS_BREAKING, spriteNum); in A_DamageObject() 3013 A_PlaySound(GLASS_BREAKING, spriteNum); in A_DamageObject() 3265 A_PlaySound(REALITY ? 18 : GLASS_BREAKING,spriteNum); in A_DamageObject() 3274 A_PlaySound(REALITY ? 17 : GLASS_BREAKING,spriteNum); in A_DamageObject() 3289 A_PlaySound(REALITY ? 17 : GLASS_BREAKING,spriteNum); in A_DamageObject() [all …]
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H A D | soundsdyn.cpp | 66 { "GLASS_BREAKING", DVPTR(GLASS_BREAKING), GLASS_BREAKING__STATIC }, 209 int32_t GLASS_BREAKING = GLASS_BREAKING__STATIC; variable
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H A D | soundefs.h | 42 #define GLASS_BREAKING 19 macro
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H A D | soundsdyn.h | 194 extern int32_t GLASS_BREAKING;
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H A D | actors.cpp | 5458 A_PlaySound(GLASS_BREAKING, spriteNum); in G_MoveActors()
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