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Searched refs:spritesound (Results 1 – 19 of 19) sorted by relevance

/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/
H A Dsector3.c44 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()
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H A Dsector2.c218 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()
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H A Dplayer4.c101 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()
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H A Dplayer3.c932 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()
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H A Dactors4.c291 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()
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H A Dactors3.c317 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()
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H A Dgamedef2.c772 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()
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H A Dactors2.c451 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()
H A Dactors5.c153 spritesound(22,i); in moveexplosions()
177 spritesound(ITEM_SPLASH,i); in moveexplosions()
460 spritesound(DUKE_LONGTERM_PAIN,ps[p].i); in moveexplosions()
H A Dsector1.c43 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()
H A Dplayer1.c489 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()
H A Dactors6.c383 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()
H A Dactors1.c208 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()
H A DFUNCT.H52 extern int spritesound(unsigned short num,short i);
H A Dgame1.c1041 spritesound(PRED_RECOG, i); in check_fta_sounds()
1048 spritesound(PIG_RECOG, i); in check_fta_sounds()
H A DSOUNDS.C476 int spritesound(unsigned short num, short i) in spritesound() function
H A Dgame2.c274 spritesound(186, p->i); in OnMotorcycle()
291 spritesound(42, p->i); in OffMotorcycle()
H A Dplayer2.c582 spritesound(327,p->i); in displayweapon()
H A Dgame9.c661 spritesound(35,ps[0].i); in dobonus2()