Searched refs:NULL_SOUND (Results 1 – 15 of 15) sorted by relevance
176 weaponInfo->flashSound[0] = NULL_SOUND; in CG_RegisterWeapon()177 weaponInfo->firingSound = NULL_SOUND; in CG_RegisterWeapon()178 weaponInfo->chargeSound = NULL_SOUND; in CG_RegisterWeapon()181 weaponInfo->missileSound = NULL_SOUND; in CG_RegisterWeapon()211 weaponInfo->firingSound = NULL_SOUND; in CG_RegisterWeapon()212 weaponInfo->chargeSound = NULL_SOUND; in CG_RegisterWeapon()215 weaponInfo->missileSound = NULL_SOUND; in CG_RegisterWeapon()253 weaponInfo->firingSound = NULL_SOUND; in CG_RegisterWeapon()254 weaponInfo->chargeSound = NULL_SOUND; in CG_RegisterWeapon()257 weaponInfo->missileSound = NULL_SOUND; in CG_RegisterWeapon()[all …]
117 if (NULL_SOUND == sound) in sound_play()196 if (sound != NULL_SOUND) in sound_del()207 return NULL_SOUND; in sound_new()211 return NULL_SOUND; in sound_new()221 return NULL_SOUND; in sound_new()
29 #define NULL_SOUND NULL macro
111 fire_sound = NULL_SOUND; in ArmsType()
213 this->damage_sound = NULL_SOUND; in Character()300 damage_sound = NULL_SOUND; in Character()1856 return NULL_SOUND; in getDamageSound()1863 return NULL_SOUND; in get_movement_sound()
767 mv_sound = NULL_SOUND; in PlayerParty()1729 if (NULL_SOUND != mv_sound) in save()
651 return NULL_SOUND; in get_movement_sound()1034 return NULL_SOUND; in getDamageSound()
783 sound_t *sound = NULL_SOUND; in get_movement_sound()
1894 if (sampleId == SoundRetained.NULL_SOUND) { in muteSilentSounds()1982 if (sampleId == SoundRetained.NULL_SOUND) { in muteSilentSound()2093 if (sampleId == SoundRetained.NULL_SOUND) { in performActions()2303 if (index != SoundRetained.NULL_SOUND && in start()2335 if (index == SoundRetained.NULL_SOUND) { in update()2592 if (soundAtom.sampleId == SoundRetained.NULL_SOUND) in pause()2602 if (soundAtom.sampleId == SoundRetained.NULL_SOUND) in unpause()2647 if (index == SoundRetained.NULL_SOUND) in updateXformedParams()2737 if (index == SoundRetained.NULL_SOUND) in updateSoundParams()2926 soundAtom.sampleId = SoundRetained.NULL_SOUND; in clearSoundData()[all …]
162 int sampleId = SoundRetained.NULL_SOUND;
50 static final int NULL_SOUND = -1; field in SoundRetained178 int soundType = NULL_SOUND;
184 …ionText( CG_Argv( 1 ), sound >= 0 && sound < MAX_SOUNDS ? cgs.sound_precache[sound] : NULL_SOUND ); in CG_CaptionText_f()
237 …ionText( CG_Argv( 1 ), sound >= 0 && sound < MAX_SOUNDS ? cgs.sound_precache[sound] : NULL_SOUND ); in CG_CaptionText_f()
157 #define NULL_SOUND ((sfxHandle_t)0) macro
169 #define NULL_SOUND ((sfxHandle_t)0) macro