Searched refs:soundSetIndex (Results 1 – 8 of 8) sorted by relevance
312 soundSet = CG_ConfigString( CS_AMBIENT_SET + cent->currentState.soundSetIndex ); in CG_EntityEffects()2757 if ( !cent->currentState.soundSetIndex ) in CG_PlayDoorLoopSound()2762 soundSet = CG_ConfigString( CS_AMBIENT_SET + cent->currentState.soundSetIndex ); in CG_PlayDoorLoopSound()2801 if ( !cent->currentState.soundSetIndex ) in CG_PlayDoorSound()2806 soundSet = CG_ConfigString( CS_AMBIENT_SET + cent->currentState.soundSetIndex ); in CG_PlayDoorSound()3325 if ( cent->currentState.soundSetIndex && cent->currentState.eType != ET_MOVER ) in CG_AddCEntity()3327 const char *soundSet = CG_ConfigString( CS_AMBIENT_SET + cent->currentState.soundSetIndex ); in CG_AddCEntity()
3101 soundSet = CG_ConfigString( CS_AMBIENT_SET + es->soundSetIndex ); in CG_EntityEvent()
2352 ent->s.soundSetIndex = G_SoundSetIndex(ent->soundSet); in fx_runner_think()2391 self->s.soundSetIndex = G_SoundSetIndex(self->soundSet); in fx_runner_use()2409 self->s.soundSetIndex = G_SoundSetIndex(self->soundSet); in fx_runner_use()2425 self->s.soundSetIndex = G_SoundSetIndex(self->soundSet); in fx_runner_use()2486 ent->s.soundSetIndex = G_SoundSetIndex(ent->soundSet); in fx_runner_link()
72 ent->s.soundSetIndex = G_SoundSetIndex(ent->soundSet); in G_PlayDoorLoopSound()95 ent->s.soundSetIndex = G_SoundSetIndex(ent->soundSet); in G_PlayDoorSound()2077 self->s.soundSetIndex = G_SoundSetIndex(self->soundSet); in func_rotating_use()2085 self->s.soundSetIndex = G_SoundSetIndex(self->soundSet); in func_rotating_use()
318 ent->s.soundSetIndex = G_SoundSetIndex(s); in SP_target_speaker()
1543 ent->s.soundSetIndex = G_SoundSetIndex(ent->soundSet); in G_PrecacheSoundsets()
1618 int soundSetIndex; member
920 { NETF(soundSetIndex), 8 }, //rww - if MAX_AMBIENT_SETS is changed from 256, REMEMBER TO CHANGE THIS