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Searched refs:GLASS_BREAKING (Results 1 – 15 of 15) sorted by relevance

/dports/games/freesynd/freesynd-0.7.5/src/sound/
H A Dsound.h44 GLASS_BREAKING, enumerator
/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/
H A Dsector2.c812 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);
H A Dsector3.c387 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()
H A DSOUNDEFS.H135 #define GLASS_BREAKING 19 macro
/dports/games/NBlood/NBlood-a1689a4/source/rr/src/lunatic/test/
H A Ddamagehplane.lua38 con._sound(aci, D.GLASS_BREAKING)
/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/
H A Dsector.cpp1601 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 …]
H A Dsoundsdyn.cpp121 { "GLASS_BREAKING", DVPTR(GLASS_BREAKING), GLASS_BREAKING__STATIC },
267 int32_t GLASS_BREAKING = GLASS_BREAKING__STATIC; variable
H A Dsoundefs.h42 #define GLASS_BREAKING 19 macro
H A Dsoundsdyn.h255 extern int32_t GLASS_BREAKING;
H A Dactors.cpp4741 A_PlaySound(GLASS_BREAKING, spriteNum); in G_MoveActors()
/dports/games/NBlood/NBlood-a1689a4/source/rr/src/
H A Dsector.cpp1920 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()
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H A Dsoundsdyn.cpp66 { "GLASS_BREAKING", DVPTR(GLASS_BREAKING), GLASS_BREAKING__STATIC },
209 int32_t GLASS_BREAKING = GLASS_BREAKING__STATIC; variable
H A Dsoundefs.h42 #define GLASS_BREAKING 19 macro
H A Dsoundsdyn.h194 extern int32_t GLASS_BREAKING;
H A Dactors.cpp5458 A_PlaySound(GLASS_BREAKING, spriteNum); in G_MoveActors()