Home
last modified time | relevance | path

Searched refs:SV_StartSound (Results 1 – 9 of 9) sorted by relevance

/external/quake/quake/src/WinQuake/
Dpr_cmds.cpp581 SV_StartSound (entity, channel, sample, volume, attenuation); in PF_sound()
1734 SV_StartSound (self, CHAN_VOICE, "player/gasp2.wav", 255, ATTN_NORM); in PF_WaterMove()
1737 SV_StartSound (self, CHAN_VOICE, "player/gasp1.wav", 255, ATTN_NORM); in PF_WaterMove()
1748 SV_StartSound (self, CHAN_BODY, "misc/outwater.wav", 255, ATTN_NORM); in PF_WaterMove()
1786 SV_StartSound (self, CHAN_BODY, "player/inlava.wav", 255, ATTN_NORM); in PF_WaterMove()
1789 SV_StartSound (self, CHAN_BODY, "player/inh2o.wav", 255, ATTN_NORM); in PF_WaterMove()
1792 SV_StartSound (self, CHAN_BODY, "player/slimbrn2.wav", 255, ATTN_NORM); in PF_WaterMove()
Dserver.h221 void SV_StartSound (edict_t *entity, int channel, const char *sample, int volume,
Dsv_phys.cpp1222 SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1); in SV_CheckWaterTransition()
1231 SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1); in SV_CheckWaterTransition()
1460 SV_StartSound (ent, 0, "demon/dland2.wav", 255, 1); in SV_Physics_Step()
1488 SV_StartSound (ent, 0, "demon/dland2.wav", 255, 1); in SV_Physics_Step()
Dsv_main.cpp118 void SV_StartSound (edict_t *entity, int channel, const char *sample, int volume, in SV_StartSound() function
DWinQuake.ncb1244 …riteClientdataToMessage�localmodels�char %[MAX_MODELS][5]�sv�server_t�SV_StartSound�edict_t *entit…
/external/quake/quake/src/QW/server/
Dsv_phys.c689 SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1); in SV_CheckWaterTransition()
698 SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1); in SV_CheckWaterTransition()
810 SV_StartSound (ent, 0, "demon/dland2.wav", 255, 1); in SV_Physics_Step()
Dserver.h406 void SV_StartSound (edict_t *entity, int channel, char *sample, int volume,
Dsv_send.c349 void SV_StartSound (edict_t *entity, int channel, char *sample, int volume, in SV_StartSound() function
Dpr_cmds.c489 SV_StartSound (entity, channel, sample, volume, attenuation); in PF_sound()