Home
last modified time | relevance | path

Searched refs:RPG_EXPLODE (Results 1 – 13 of 13) sorted by relevance

/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/
H A Dsoundsdyn.cpp156 { "RPG_EXPLODE", DVPTR(RPG_EXPLODE), RPG_EXPLODE__STATIC },
302 int32_t RPG_EXPLODE = RPG_EXPLODE__STATIC; variable
H A Dsoundefs.h32 #define RPG_EXPLODE 9 macro
H A Dsoundsdyn.h290 extern int32_t RPG_EXPLODE;
H A Dsounds.cpp205 … PISTOL_RICOCHET, PISTOL_BODYHIT, PISTOL_FIRE, SHOTGUN_FIRE, BOS1_WALK, RPG_EXPLODE, in S_MenuSound()
H A Dactors.cpp3514 A_PlaySound(RPG_EXPLODE, newSprite); in G_MoveWeapons()
4268 S_PlaySound(RPG_EXPLODE); in G_MoveActors()
/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/
H A DSOUNDS.C339 case RPG_EXPLODE: in xyzsound()
565 case RPG_EXPLODE: in pan3dsound()
H A DSOUNDEFS.H125 #define RPG_EXPLODE 9 macro
H A Dactors3.c317 spritesound(RPG_EXPLODE,i); in moveweapons()
575 spritesound(RPG_EXPLODE,i); in moveweapons()
608 spritesound(RPG_EXPLODE,i); in moveweapons()
/dports/games/NBlood/NBlood-a1689a4/source/rr/src/
H A Dsoundsdyn.cpp57 { "RPG_EXPLODE", DVPTR(RPG_EXPLODE), RPG_EXPLODE__STATIC },
200 int32_t RPG_EXPLODE = RPG_EXPLODE__STATIC; variable
H A Dsoundefs.h32 #define RPG_EXPLODE 9 macro
H A Dsoundsdyn.h185 extern int32_t RPG_EXPLODE;
H A Dsounds.cpp210 … PISTOL_RICOCHET, PISTOL_BODYHIT, PISTOL_FIRE, SHOTGUN_FIRE, BOS1_WALK, RPG_EXPLODE, in S_MenuSound()
H A Dactors.cpp2969 A_PlaySound(RPG_EXPLODE, newSprite); in G_MoveWeapons()
3138 A_PlaySound(RPG_EXPLODE, newSprite); in G_MoveWeapons()
3141 A_PlaySound(REALITY ? 8 : RPG_EXPLODE, newSprite); in G_MoveWeapons()
4762 S_PlaySound(REALITY ? 8 : RPG_EXPLODE); in G_MoveActors()