/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/ |
H A D | sector3.c | 44 spritesound(471,i); in checkhitsprite() 62 spritesound(495, i); in checkhitsprite() 71 spritesound(47,i); in checkhitsprite() 88 spritesound(495, i); in checkhitsprite() 160 spritesound(472, i); in checkhitsprite() 263 spritesound(495, i); in checkhitsprite() 268 spritesound(495, i); in checkhitsprite() 397 spritesound(495, i); in checkhitsprite() 402 spritesound(495, i); in checkhitsprite() 428 spritesound(495, i); in checkhitsprite() [all …]
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H A D | sector2.c | 218 spritesound(99,w); in checkhitswitch() 233 spritesound(99,w); in checkhitswitch() 248 spritesound(99,w); in checkhitswitch() 761 spritesound(VENT_BUST,spr); in breakwall() 762 spritesound(GLASS_HEAVYBREAK,spr); in breakwall() 811 spritesound(VENT_BUST,spr); in checkhitwall() 848 spritesound(VENT_BUST,spr); in checkhitwall() 985 spritesound(47,spr); in checkhitwall() 989 spritesound(495,spr); in checkhitwall() 997 spritesound(495,spr); in checkhitwall() [all …]
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H A D | player4.c | 101 spritesound(214,pi); in processinput() 105 spritesound(188,pi); in processinput() 109 spritesound(188,pi); in processinput() 120 spritesound(189,pi); in processinput() 129 spritesound(187,pi); in processinput() 387 spritesound(89,pi); in processinput() 390 spritesound(88,pi); in processinput() 392 spritesound(88,pi); in processinput() 410 spritesound(87,pi); in processinput() 431 spritesound(91,pi); in processinput() [all …]
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H A D | player3.c | 932 spritesound(420, p->i); in doincrements() 947 spritesound(404,p->i); in doincrements() 950 spritesound(422,p->i); in doincrements() 953 spritesound(423,p->i); in doincrements() 956 spritesound(424,p->i); in doincrements() 986 spritesound(434,p->i); in doincrements() 988 spritesound(434,p->i); in doincrements() 990 spritesound(433,p->i); in doincrements() 992 spritesound(435,p->i); in doincrements() 994 spritesound(434,p->i); in doincrements() [all …]
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H A D | actors4.c | 291 spritesound(52,i); in moveactors() 305 spritesound(52,i); in moveactors() 319 spritesound(52,i); in moveactors() 333 spritesound(52,i); in moveactors() 369 spritesound(342,i); in moveactors() 383 spritesound(342,i); in moveactors() 397 spritesound(342,i); in moveactors() 411 spritesound(342,i); in moveactors() 425 spritesound(330,i); in moveactors() 615 spritesound(70,j); in moveactors() [all …]
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H A D | actors3.c | 317 spritesound(RPG_EXPLODE,i); in moveweapons() 343 spritesound(PISTOL_BODYHIT,j); in moveweapons() 575 spritesound(RPG_EXPLODE,i); in moveweapons() 592 spritesound(247,i); in moveweapons() 608 spritesound(RPG_EXPLODE,i); in moveweapons() 699 spritesound(TELEPORTER,i); in movetransports() 725 spritesound(TELEPORTER,k); in movetransports() 778 spritesound(DUKE_UNDERWATER,ps[p].i); in movetransports() 794 spritesound(DUKE_GASP,ps[p].i); in movetransports() 808 spritesound(48,ps[p].i); in movetransports() [all …]
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H A D | gamedef2.c | 772 spritesound(262, g_i); in parse() 777 spritesound(272, g_i); in parse() 782 spritesound(273, g_i); in parse() 787 spritesound(273, g_i); in parse() 794 spritesound(word_119BDC, g_i); in parse() 800 spritesound(411, g_i); in parse() 842 spritesound(g_sp->yvel,g_i); in parse() 908 spritesound((short) *insptr,g_i); in parse() 958 spritesound((short) *insptr,g_i); in parse() 1024 spritesound(SQUISHED, g_i); in parse() [all …]
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H A D | actors2.c | 451 spritesound(s->lotag,i); in movefx() 661 spritesound(390,ps[p].i); in movestandables() 682 spritesound(390,ps[p].i); in movestandables() 970 spritesound(PIPEBOMB_EXPLODE,i); in movestandables() 1082 spritesound(SHORT_CIRCUIT,i); in movestandables() 1117 spritesound(SOMETHING_DRIPPING,i); in movestandables() 1218 spritesound(VENT_BUST,i); in movestandables()
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H A D | actors5.c | 153 spritesound(22,i); in moveexplosions() 177 spritesound(ITEM_SPLASH,i); in moveexplosions() 460 spritesound(DUKE_LONGTERM_PAIN,ps[p].i); in moveexplosions()
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H A D | sector1.c | 43 spritesound(sn,i); in callsound2() 63 spritesound(SLT,whatsprite); in callsound() 74 if(SHT) spritesound(SHT,whatsprite); in callsound() 661 spritesound(ELEVATOR_OFF,s); in activatewarpelevators() 662 else spritesound(ELEVATOR_ON,s); in activatewarpelevators()
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H A D | player1.c | 489 spritesound(KICK_HIT,j); in shoot() 492 spritesound(260,j); in shoot() 1034 spritesound(RPG_SHOOT,i); in shoot() 1037 spritesound(244,i); in shoot() 1039 spritesound(94,i); in shoot()
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H A D | actors6.c | 383 spritesound(hittype[i].lastvx,i); in moveeffectors() 512 spritesound(SQUISHED,i); in moveeffectors() 686 spritesound(SQUISHED,j); in moveeffectors() 725 spritesound(EARTHQUAKE,ps[screenpeek].i); in moveeffectors() 1928 spritesound(371, i); in moveeffectors() 1938 spritesound(167, i); in moveeffectors()
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H A D | actors1.c | 208 case SHOTGUN_WEAPON: spritesound(SHOTGUN_COCK,p->i);break; in addweapon() 209 case PISTOL_WEAPON: spritesound(INSERT_CLIP,p->i);break; in addweapon() 210 default: spritesound(EJECT_CLIP,p->i);break; in addweapon()
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H A D | FUNCT.H | 52 extern int spritesound(unsigned short num,short i);
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H A D | game1.c | 1041 spritesound(PRED_RECOG, i); in check_fta_sounds() 1048 spritesound(PIG_RECOG, i); in check_fta_sounds()
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H A D | SOUNDS.C | 476 int spritesound(unsigned short num, short i) in spritesound() function
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H A D | game2.c | 274 spritesound(186, p->i); in OnMotorcycle() 291 spritesound(42, p->i); in OffMotorcycle()
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H A D | player2.c | 582 spritesound(327,p->i); in displayweapon()
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H A D | game9.c | 661 spritesound(35,ps[0].i); in dobonus2()
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