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Searched refs:PROJ_ISOUND (Results 1 – 5 of 5) sorted by relevance

/dports/games/NBlood/NBlood-a1689a4/source/rr/src/lunatic/test/
H A Dweaponvars.con18 defineprojectile MORTER2 PROJ_ISOUND PIPEBOMB_EXPLODE
/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/
H A Dgamestructures.cpp677 { "isound", PROJ_ISOUND, 0, 0, -1 },
726 case PROJ_ISOUND: labelNum = p.isound; break; in VM_GetProjectile()
775 case PROJ_ISOUND: p.isound = newValue; break; in VM_SetProjectile()
815 case PROJ_ISOUND: labelNum = p.isound; break; in VM_GetActiveProjectile()
864 case PROJ_ISOUND: p.isound = newValue; break; in VM_SetActiveProjectile()
H A Dgamedef.h767 PROJ_ISOUND, // 5 enumerator
H A Dgamedef.cpp2218 case PROJ_ISOUND: proj->isound = val; break; in C_DefineProjectile()
6173 { "PROJ_ISOUND", PROJ_ISOUND }, in C_AddDefaultDefinitions()
/dports/games/NBlood/NBlood-a1689a4/source/rr/src/lunatic/
H A Dcon_lang.lua52 PROJ_ISOUND = 5,