menus.c: S_PlaySound(KICK_HIT); probey--; menus.c: S_PlaySound(KICK_HIT); probey++; menus.c: S_PlaySound(KICK_HIT); } if (*p <= max && *p >= min && (KB_KeyPressed(sc_RightArrow) || KB_KeyPressed(sc_kpad_6) || ((buttonstat&1) && (WHEELDOWN || mii > 256)))) //&& onbar) ) menus.c: S_PlaySound(KICK_HIT); } } xloc = *p; menus.c: S_PlaySound(KICK_HIT); g_currentMenu--; menus.c: S_PlaySound(KICK_HIT); g_currentMenu++; menus.c: S_PlaySound(KICK_HIT); } } else if ((KB_KeyPressed(sc_PgUp)|KB_KeyPressed(sc_PgDn)) > 0) menus.c: S_PlaySound(KICK_HIT); } } else menus.c: S_PlaySound(KICK_HIT); } } } } mgametext(40+4,32,"DIRECTORIES",0,2+8+16); menus.c: S_PlaySound(KICK_HIT); } onbar = 0; menus.c: S_PlaySound(KICK_HIT); } else if (KB_KeyPressed(sc_Delete)) menus.c: S_PlaySound(KICK_HIT); KB_ClearKeyDown(sc_Delete); menus.c: S_PlaySound(KICK_HIT); } else if (KB_KeyPressed(sc_Home)) menus.c: S_PlaySound(KICK_HIT); } m = probey - 6; menus.c: S_PlaySound(KICK_HIT); g_currentMenu--; menus.c: S_PlaySound(KICK_HIT); g_currentMenu++; menus.c: S_PlaySound(KICK_HIT); g_currentMenu--; menus.c: S_PlaySound(KICK_HIT); g_currentMenu++; player.c: A_PlaySound(KICK_HIT,j); sounds.c: SQUISHED, KICK_HIT, PISTOL_RICOCHET, player.c: S_PlaySound3D(PISTOL_RICOCHET,k, &hitinfo.pos); sounds.c: KICK_HIT, PISTOL_RICOCHET, PISTOL_BODYHIT, actors.c: A_PlaySound(PISTOL_BODYHIT,j); actors.c: A_PlaySound(PISTOL_BODYHIT,j); menus.c: S_PlaySound(PISTOL_BODYHIT); KB_ClearKeyDown(sc_Enter); menus.c: S_PlaySound(PISTOL_BODYHIT); } if (KB_KeyPressed(sc_RightArrow) || KB_KeyPressed(sc_kpad_6) || ((buttonstat&1) && minfo.dyaw > 256)) //&& onbar) ) menus.c: S_PlaySound(PISTOL_BODYHIT); } } else menus.c: S_PlaySound(PISTOL_BODYHIT); } if (KB_KeyPressed(sc_LeftArrow) || KB_KeyPressed(sc_kpad_4) || ((buttonstat&1) && minfo.dyaw < -256)) // && onbar) ) menus.c: S_PlaySound(PISTOL_BODYHIT); } } } } #define UNSELMENUSHADE 10 menus.c: S_PlaySound(PISTOL_BODYHIT); x=probey; menus.c: S_PlaySound(PISTOL_BODYHIT); ud.config.KeyboardKeys[function][whichkey] = KB_GetLastScanCode(); sounds.c: PISTOL_RICOCHET, PISTOL_BODYHIT, PISTOL_FIRE, gamevars.c: Gv_NewVar(aszBuf, PISTOL_FIRE, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); sounds.c: PISTOL_BODYHIT, PISTOL_FIRE, SHOTGUN_FIRE, gamevars.c: Gv_NewVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); gamevars.c: Gv_NewVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); gamevars.c: Gv_NewVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); gamevars.c: Gv_NewVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); gamevars.c: Gv_NewVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); gamevars.c: Gv_NewVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); gamevars.c: Gv_NewVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); gamevars.c: Gv_NewVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); gamevars.c: Gv_NewVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); gamevars.c: Gv_NewVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); gamevars.c: Gv_NewVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); gamevars.c: Gv_NewVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); gamevars.c: Gv_NewVar(aszBuf, INSERT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); gamevars.c: Gv_NewVar(aszBuf, INSERT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); gamevars.c: Gv_NewVar(aszBuf, INSERT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); gamevars.c: Gv_NewVar(aszBuf, INSERT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); gamevars.c: Gv_NewVar(aszBuf, INSERT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); gamevars.c: Gv_NewVar(aszBuf, INSERT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); gamevars.c: Gv_NewVar(aszBuf, INSERT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); gamevars.c: Gv_NewVar(aszBuf, INSERT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); gamevars.c: Gv_NewVar(aszBuf, INSERT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); gamevars.c: Gv_NewVar(aszBuf, INSERT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); gamevars.c: Gv_NewVar(aszBuf, INSERT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); gamevars.c: Gv_NewVar(aszBuf, INSERT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); gamevars.c: Gv_NewVar(aszBuf, INSERT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); gamevars.c: Gv_NewVar(aszBuf, CHAINGUN_FIRE, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); sounds.c: DUKE_LAND_HURT, CHAINGUN_FIRE, SQUISHED, player.c: A_PlaySound(RPG_SHOOT,i); sounds.c: NITEVISION_ONOFF, RPG_SHOOT, SELECT_WEAPON sector.c: if (S_CheckSoundPlaying(i,POOLBALLHIT) < 2) sector.c: A_PlaySound(POOLBALLHIT,i); actors.c: A_PlaySound(RPG_EXPLODE,k); actors.c: S_PlaySound(RPG_EXPLODE); for (j=0; j<32; j++) RANDOMSCRAP; sounds.c: BOS1_WALK, RPG_EXPLODE, PIPEBOMB_BOUNCE, sounds.c: case RPG_EXPLODE: if (sndist > (6144)) sounds.c: case RPG_EXPLODE: if (sndist > 6144) sounds_mapster32.c: case RPG_EXPLODE: if (sndist > (6144)) sounds_mapster32.c: case RPG_EXPLODE: if (sndist > (6144)) sndist = (6144); gamevars.c: Gv_NewVar(aszBuf, CAT_FIRE, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); gamevars.c: Gv_NewVar(aszBuf, CAT_FIRE, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); gamevars.c: Gv_NewVar(aszBuf, CAT_FIRE, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); gamevars.c: Gv_NewVar(aszBuf, SHRINKER_FIRE, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); actors.c: A_PlaySound(PIPEBOMB_BOUNCE,i); gamedef.c: 1, -1, 2048, 0, 0, SMALLSMOKE, -1, -1, 600, BULLETHOLE, -1, 0, 0, 448, g_numFreezeBounces, PIPEBOMB_BOUNCE, 1, sounds.c: RPG_EXPLODE, PIPEBOMB_BOUNCE, PIPEBOMB_EXPLODE, actors.c: A_PlaySound(PIPEBOMB_EXPLODE,j); actors.c: A_PlaySound(PIPEBOMB_EXPLODE,j); actors.c: A_PlaySound(PIPEBOMB_EXPLODE,j); actors.c: A_PlaySound(PIPEBOMB_EXPLODE,j); anim.c: S_PlaySound(PIPEBOMB_EXPLODE); break; anim.c: S_PlaySound(PIPEBOMB_EXPLODE); break; game.c: S_PlaySound(PIPEBOMB_EXPLODE); } rotatesprite(160<<16,104<<16,(totalclock-120)<<10,0,DUKENUKEM,0,0,2+8,0,0,xdim-1,ydim-1); game.c: S_PlaySound(PIPEBOMB_EXPLODE); } rotatesprite(160<<16,(104)<<16,60<<10,0,DUKENUKEM,0,0,2+8,0,0,xdim-1,ydim-1); game.c: S_PlaySound(PIPEBOMB_EXPLODE); } rotatesprite(160<<16,(151)<<16,30<<11,0,PLUTOPAKSPRITE+1,0,0,2+8,0,0,xdim-1,ydim-1); game.c: S_PlaySound(PIPEBOMB_EXPLODE); fadepal(0,0,0, 0,64,1); game.c: S_PlaySound(PIPEBOMB_EXPLODE); } Bsprintf(tempbuf,"%0*d:%02d.%02d",clockpad, game.c: S_PlaySound(PIPEBOMB_EXPLODE); } Bsprintf(tempbuf,"%-3d",g_player[myconnectindex].ps->actors_killed); game.c: S_PlaySound(PIPEBOMB_EXPLODE); } Bsprintf(tempbuf,"%-3d",g_player[myconnectindex].ps->secret_rooms); player.c: S_PlaySound(PIPEBOMB_EXPLODE); p->pals.r = 64; sounds.c: PIPEBOMB_BOUNCE, PIPEBOMB_EXPLODE, NITEVISION_ONOFF, sounds.c: case PIPEBOMB_EXPLODE: case LASERTRIP_EXPLODE: sounds.c: case PIPEBOMB_EXPLODE: case LASERTRIP_EXPLODE: sounds_mapster32.c: case PIPEBOMB_EXPLODE: case LASERTRIP_EXPLODE: sounds_mapster32.c: case PIPEBOMB_EXPLODE: case LASERTRIP_EXPLODE: player.c: A_PlaySound(LASERTRIP_ONWALL,k); actors.c: A_PlaySound(LASERTRIP_ARMING,i); actors.c: A_PlaySound(LASERTRIP_ARMING,i); actors.c: A_PlaySound(LASERTRIP_ARMING,i); actors.c: A_PlaySound(LASERTRIP_EXPLODE,j); actors.c: A_PlaySound(LASERTRIP_EXPLODE,j); sounds.c: static const uint8_t menusnds[] = { LASERTRIP_EXPLODE, DUKE_GRUNT, sounds.c: case LASERTRIP_EXPLODE: case RPG_EXPLODE: sounds.c: case LASERTRIP_EXPLODE: case RPG_EXPLODE: sounds_mapster32.c: case LASERTRIP_EXPLODE: case RPG_EXPLODE: sounds_mapster32.c: case LASERTRIP_EXPLODE: case RPG_EXPLODE: actors.c: A_PlaySound(VENT_BUST,i); sector.c: A_PlaySound(VENT_BUST,spr); sector.c: A_PlaySound(VENT_BUST,spr); sector.c: A_PlaySound(VENT_BUST,spr); sector.c: A_PlaySound(VENT_BUST,spr); sector.c: A_PlaySound(VENT_BUST,i); sector.c: A_PlaySound(VENT_BUST,i); sector.c: A_PlaySound(VENT_BUST,i); sector.c: A_PlaySound(VENT_BUST,i); actors.c: A_PlaySound(GLASS_BREAKING,i); sector.c: A_PlaySound(GLASS_BREAKING,spr); sector.c: A_PlaySound(GLASS_BREAKING,i); sector.c: A_PlaySound(GLASS_BREAKING,spr); sector.c: else A_PlaySound(GLASS_BREAKING,spr); sector.c: A_PlaySound(GLASS_BREAKING,g_player[screenpeek].ps->i); sector.c: A_PlaySound(GLASS_BREAKING,i); sector.c: A_PlaySound(GLASS_BREAKING,i); sector.c: A_PlaySound(GLASS_BREAKING,i); sector.c: A_PlaySound(GLASS_BREAKING,i); sector.c: A_PlaySound(GLASS_BREAKING,i); sector.c: A_PlaySound(GLASS_BREAKING,i); actors.c: A_PlaySound(GLASS_HEAVYBREAK,j); sector.c: A_PlaySound(GLASS_HEAVYBREAK,spr); sector.c: A_PlaySound(GLASS_HEAVYBREAK,spr); sector.c: A_PlaySound(GLASS_HEAVYBREAK,spr); sector.c: A_PlaySound(GLASS_HEAVYBREAK,spr); sector.c: A_PlaySound(GLASS_HEAVYBREAK,spr); sector.c: A_PlaySound(GLASS_HEAVYBREAK,spr); sector.c: A_PlaySound(GLASS_HEAVYBREAK,i); sector.c: A_PlaySound(GLASS_HEAVYBREAK,i); sector.c: A_PlaySound(GLASS_HEAVYBREAK,i); sector.c: A_PlaySound(GLASS_HEAVYBREAK,i); sector.c: A_PlaySound(GLASS_HEAVYBREAK,i); sector.c: A_PlaySound(GLASS_HEAVYBREAK,i); sector.c: A_PlaySound(GLASS_HEAVYBREAK,i); actors.c: A_PlaySound(SHORT_CIRCUIT,i); actors.c: A_PlaySound(SHORT_CIRCUIT,i); actors.c: A_PlaySound(SHORT_CIRCUIT,i); actors.c: A_PlaySound(SHORT_CIRCUIT,g_player[p].ps->i); anim.c: S_PlaySound(SHORT_CIRCUIT); break; player.c: if (!A_CheckSoundPlaying(p->i,SHORT_CIRCUIT)) A_PlaySound(SHORT_CIRCUIT,p->i); sector.c: A_PlaySound(SHORT_CIRCUIT,p->i); actors.c: if (!S_CheckSoundPlaying(i,ITEM_SPLASH)) A_PlaySound(ITEM_SPLASH,i); actors.c: A_PlaySound(DUKE_GASP,j); actors.c: A_PlaySound(SLIM_RECOG,i); sector.c: if (ud.lockout == 0) A_PlaySound(DUKE_URINATE,p->i); anim.c: S_PlaySound(ENDSEQVOL3SND2); break; anim.c: S_PlaySound(ENDSEQVOL3SND3); break; player.c: A_PlaySound(DUKE_CRACK,p->i); actors.c: A_PlaySound(SLIM_ATTACK,i); sector.c: A_PlaySound(SOMETHINGHITFORCE,i); sector.c: A_PlaySound(DUKE_DRINKING,p->i); actors.c: A_PlaySound(DUKE_GRUNT,g_player[p].ps->i); actors.c: A_PlaySound(DUKE_GRUNT,g_player[p].ps->i); anim.c: S_PlaySound(DUKE_GRUNT); break; sounds.c: LASERTRIP_EXPLODE, DUKE_GRUNT, DUKE_LAND_HURT, player.c: A_PlaySound(DUKE_HARTBEAT,p->i); player.c: A_PlaySound(DUKE_ONWATER,p->i); player.c: if (!A_CheckSoundPlaying(p->i,DUKE_ONWATER)) A_PlaySound(DUKE_ONWATER,p->i); player.c: A_PlaySound(DUKE_LAND,p->i); player.c: A_PlaySound(DUKE_LAND,p->i); player.c: A_PlaySound(DUKE_WALKINDUCTS,p->i); actors.c: A_PlaySound(DUKE_UNDERWATER,j); anim.c: S_PlaySound(DUKE_UNDERWATER); break; anim.c: S_PlaySound(DUKE_UNDERWATER); break; anim.c: S_PlaySound(DUKE_UNDERWATER); break; player.c: if (!A_CheckSoundPlaying(p->i,DUKE_UNDERWATER)) A_PlaySound(DUKE_UNDERWATER,p->i); player.c: S_StopEnvSound(DUKE_JETPACK_ON,p->i); sector.c: A_PlaySound(DUKE_JETPACK_ON,p->i); sector.c: S_StopEnvSound(DUKE_JETPACK_ON,p->i); player.c: S_StopEnvSound(DUKE_JETPACK_IDLE,p->i); player.c: S_StopEnvSound(DUKE_JETPACK_IDLE,p->i); player.c: else if (p->jetpack_on == 11 && !A_CheckSoundPlaying(p->i,DUKE_JETPACK_IDLE)) A_PlaySound(DUKE_JETPACK_IDLE,p->i); savegame.c: A_PlaySound(DUKE_JETPACK_IDLE,g_player[myconnectindex].ps->i); sector.c: S_StopEnvSound(DUKE_JETPACK_IDLE,p->i); player.c: A_PlaySound(DUKE_JETPACK_OFF,p->i); sector.c: A_PlaySound(DUKE_JETPACK_OFF,p->i); game.c: S_PlaySound(DUKETALKTOBOSS); bonuscnt++; actors.c: A_PlaySound(SQUISHED,i); actors.c: A_PlaySound(SQUISHED,i); actors.c: A_PlaySound(SQUISHED,j); anim.c: S_PlaySound(SQUISHED); break; game.c: S_PlaySound(SQUISHED); bonuscnt++; gameexec.c: A_PlaySound(SQUISHED,vm.g_i); player.c: A_PlaySound(SQUISHED,p->i); player.c: A_PlaySound(SQUISHED,p->i); player.c: A_PlaySound(SQUISHED,p->actorsqu); sector.c: A_PlaySound(SQUISHED,i); sector.c: S_PlaySound(SQUISHED); deletesprite(i); sounds.c: CHAINGUN_FIRE, SQUISHED, KICK_HIT, actors.c: A_PlaySound(TELEPORTER,i); actors.c: A_PlaySound(TELEPORTER,k); actors.c: A_PlaySound(TELEPORTER,k); actors.c: A_PlaySound(TELEPORTER,k); actors.c: A_PlaySound(TELEPORTER,i); player.c: A_PlaySound(TELEPORTER,p->i); sector.c: A_PlaySound(TELEPORTER,p->holoduke_on); sector.c: A_PlaySound(TELEPORTER,p->holoduke_on); sector.c: A_PlaySound(d ? ELEVATOR_ON : ELEVATOR_OFF, s); sector.c: A_PlaySound(d ? ELEVATOR_ON : ELEVATOR_OFF, s); game.c: if (j == -1) j = SUBWAY; actor[i].lastvx = j; sector.c: S_PlaySound3D(SWITCH_ON, w, &davector); sector.c: else S_PlaySound3D(SWITCH_ON,g_player[snum].ps->i,&davector); sector.c: S_PlaySound3D(SWITCH_ON,w,&davector); sector.c: else S_PlaySound3D(SWITCH_ON,g_player[snum].ps->i,&davector); player.c: A_PlaySound(FLUSH_TOILET,p->i); sector.c: else if (!A_CheckSoundPlaying(neartagsprite,FLUSH_TOILET)) A_PlaySound(FLUSH_TOILET,neartagsprite); actors.c: A_PlaySound(EARTHQUAKE,g_player[screenpeek].ps->i); gameexec.c: A_PlaySound(EARTHQUAKE,g_player[screenpeek].ps->i); sector.c: S_PlaySound3D(END_OF_LEVEL_WARN,g_player[snum].ps->i,&davector); anim.c: S_PlaySound(WIND_AMBIENCE); break; actors.c: A_PlaySound(SOMETHING_DRIPPING,i); actors.c: S_PlaySound(BOS1_RECOG); break; actors.c: S_PlaySound(BOS2_RECOG); else S_PlaySound(WHIPYOURASS); game.c: S_PlaySound(DUKE_GETWEAPON2); P_DoQuote(QUOTE_RESERVED4, g_player[myconnectindex].ps); menus.c: g_skillSoundID = DUKE_GETWEAPON2; break; net.c: S_PlaySound(DUKE_GETWEAPON2); // open a new slot if necessary and save off the resulting slot # for future reference net.c: S_PlaySound(DUKE_GETWEAPON2); // myconnectindex is 0 until we get PACKET_PLAYER_INDEX game.c: S_PlaySound(SHOTGUN_FIRE); S_PlaySound(SQUISHED); gamevars.c: Gv_NewVar(aszBuf, SHOTGUN_FIRE, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); sounds.c: PISTOL_FIRE, SHOTGUN_FIRE, BOS1_WALK, actors.c: A_PlaySound(PRED_RECOG,i); actors.c: A_PlaySound(CAPT_RECOG,i); actors.c: A_PlaySound(PIG_RECOG,i); actors.c: if (!A_CheckSoundPlaying(i,RECO_ROAM)) A_PlaySound(RECO_ROAM,i); actors.c: A_PlaySound(RECO_RECOG,i); actors.c: A_PlaySound(RECO_ATTACK,i); actors.c: A_PlaySound(RECO_ATTACK,i); actors.c: A_PlaySound(RECO_PAIN,i); actors.c: A_PlaySound(DRON_RECOG,i); actors.c: A_PlaySound(COMM_RECOG,i); actors.c: A_PlaySound(OCTA_RECOG,i); actors.c: A_PlaySound(TURR_RECOG,i); actors.c: A_PlaySound(SLIM_DYING,i); actors.c: A_PlaySound(SLIM_DYING,i); actors.c: S_PlaySound(BOS3_RECOG); else S_PlaySound(RIPHEADNECK); sounds.c: SHOTGUN_FIRE, BOS1_WALK, RPG_EXPLODE, anim.c: S_PlaySound(THUD); break; anim.c: S_PlaySound(THUD); S_PlaySound(SQUISHED); game.c: S_PlaySound(THUD); if (getrendermode() >= 3 && ud.screen_size == 8 && ud.statusbarmode == 0) game.c: if (ud.screen_size < 64) S_PlaySound(THUD); if (getrendermode() >= 3 && ud.screen_size == 8 && ud.statusbarmode == 1) gameexec.c: A_PlaySound(THUD,vm.g_i); actors.c: // if( g_sounds[WIERDSHOT_FLY].num == 0 ) actors.c: // A_PlaySound(WIERDSHOT_FLY,i); actors.c: if (!S_CheckSoundPlaying(i,WIERDSHOT_FLY)) A_PlaySound(WIERDSHOT_FLY,i); actors.c: A_PlaySound(SLIM_ROAM,i); game.c: S_PlaySound(SHOTGUN_COCK); switch (rand()&3) gamevars.c: Gv_NewVar(aszBuf, SHOTGUN_COCK, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); gamevars.c: Gv_NewVar(aszBuf, SHOTGUN_COCK, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); net.c: S_PlaySound(GENERIC_AMBIENCE17); if (g_player[myconnectindex].ps->gm & MODE_GAME) game.c: S_PlaySound(BONUS_SPEECH1); break; menus.c: g_skillSoundID = BONUS_SPEECH1; break; game.c: S_PlaySound(BONUS_SPEECH2); break; game.c: S_PlaySound(BONUS_SPEECH3); break; game.c: S_PlaySound(BONUS_SPEECH4); break; player.c: A_PlaySound(DUKE_LAND_HURT,p->i); sounds.c: DUKE_GRUNT, DUKE_LAND_HURT, CHAINGUN_FIRE, sector.c: A_PlaySound(DUKE_SEARCH2,p->i); player.c: else A_PlaySound(DUKE_CRACK2,p->i); sector.c: else A_PlaySound(DUKE_SEARCH,p->i); actors.c: A_PlaySound(DUKE_GET,g_player[p].ps->i); actors.c: if (!A_CheckSoundPlaying(g_player[p].ps->i, DUKE_LONGTERM_PAIN)) A_PlaySound(DUKE_LONGTERM_PAIN,g_player[p].ps->i); actors.c: if (!A_CheckSoundPlaying(g_player[p].ps->i, DUKE_LONGTERM_PAIN)) A_PlaySound(DUKE_LONGTERM_PAIN,g_player[p].ps->i); actors.c: if (!A_CheckSoundPlaying(g_player[p].ps->i, DUKE_LONGTERM_PAIN)) A_PlaySound(DUKE_LONGTERM_PAIN,g_player[p].ps->i); actors.c: if (!A_CheckSoundPlaying(g_player[p].ps->i,DUKE_LONGTERM_PAIN)) A_PlaySound(DUKE_LONGTERM_PAIN,g_player[p].ps->i); actors.c: if (!A_CheckSoundPlaying(g_player[p].ps->i,DUKE_LONGTERM_PAIN)) A_PlaySound(DUKE_LONGTERM_PAIN,g_player[p].ps->i); player.c: A_PlaySound(DUKE_LONGTERM_PAIN,p->i); player.c: A_PlaySound(DUKE_LONGTERM_PAIN,p->i); player.c: A_PlaySound(DUKE_LONGTERM_PAIN,p->i); player.c: if (!A_CheckSoundPlaying(p->i,DUKE_LONGTERM_PAIN)) A_PlaySound(DUKE_LONGTERM_PAIN,p->i); player.c: if (!A_CheckSoundPlaying(p->i,DUKE_LONGTERM_PAIN)) A_PlaySound(DUKE_LONGTERM_PAIN,p->i); player.c: if (!A_CheckSoundPlaying(p->i,DUKE_LONGTERM_PAIN)) A_PlaySound(DUKE_LONGTERM_PAIN,p->i); player.c: if (!A_CheckSoundPlaying(p->i,DUKE_LONGTERM_PAIN)) A_PlaySound(DUKE_LONGTERM_PAIN,p->i); sector.c: A_PlaySound(MONITOR_ACTIVE,p->i); game.c: S_PlaySound(NITEVISION_ONOFF); //G_FadePalette(0,0,0,0); player.c: A_PlaySound(NITEVISION_ONOFF,p->i); sector.c: A_PlaySound(NITEVISION_ONOFF,p->i); sounds.c: PIPEBOMB_EXPLODE, NITEVISION_ONOFF, RPG_SHOOT, player.c: A_PlaySound(DUKE_CRACK_FIRST,p->i); sector.c: A_PlaySound(DUKE_USEMEDKIT,p->i); sector.c: A_PlaySound(DUKE_TAKEPILLS,p->i); player.c: A_PlaySound(DUKE_PISSRELIEF,p->i); gamevars.c: Gv_NewVar(aszBuf, SELECT_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); gamevars.c: Gv_NewVar(aszBuf, SELECT_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); gamevars.c: Gv_NewVar(aszBuf, SELECT_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); gamevars.c: Gv_NewVar(aszBuf, SELECT_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); gamevars.c: Gv_NewVar(aszBuf, SELECT_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); gamevars.c: Gv_NewVar(aszBuf, SELECT_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); sounds.c: RPG_SHOOT, SELECT_WEAPON }; S_PlaySound(menusnds[SoundNum++ % (sizeof(menusnds)/sizeof(menusnds[0]))]); menus.c: g_skillSoundID = JIBBED_ACTOR5; break; menus.c: g_skillSoundID = JIBBED_ACTOR6; break; gameexec.c: A_PlaySound(DUKE_GOTHEALTHATLOW,g_player[vm.g_p].ps->i); game.c: S_PlaySound(BOSSTALKTODUKE); bonuscnt++; actors.c: if (t[0] == 4) A_PlaySound(WAR_AMBIENCE2,i); menus.c: S_PlaySound(EXITMENUSOUND); MOUSE_ClearButton(RIGHT_MOUSE); menus.c: S_PlaySound(EXITMENUSOUND); if (g_player[myconnectindex].ps->gm&MODE_GAME) menus.c: S_PlaySound(EXITMENUSOUND); break; menus.c: S_PlaySound(EXITMENUSOUND); } M_Probe(186,124,0,0); menus.c: S_PlaySound(EXITMENUSOUND); } else menus.c: S_PlaySound(EXITMENUSOUND); crc = 0; menus.c: S_PlaySound(EXITMENUSOUND); ChangeToMenu(0); net.c: S_PlaySound(EXITMENUSOUND); pus = pub = NUMPAGES; net.c: S_PlaySound(EXITMENUSOUND); pus = pub = NUMPAGES; anim.c: S_PlaySound(FLY_BY); break; game.c: S_PlaySound(FLY_BY); } } else if (totalclock >= 395) game.c: S_PlaySound(FLY_BY); } yy = zz; player.c: // S_TestSoundCallback(DUKE_SCREAM); p->scream_voice = -1; player.c: p->scream_voice = A_PlaySound(DUKE_SCREAM,p->i); actors.c: A_PlaySound(SHRINKER_HIT,i); actors.c: if ((krand()&255) < 3) A_PlaySound(RATTY,i); game.c: S_PlaySound(BONUSMUSIC); rotatesprite(0,0,65536L,0,MENUSCREEN,16,0,2+8+16+64+(ud.bgstretch?1024:0),0,0,xdim-1,ydim-1); game.c: S_PlaySound(BONUSMUSIC); nextpage(); sector.c: S_PlaySound3D(ALIEN_SWITCH1, w, &davector); sector.c: else S_PlaySound3D(ALIEN_SWITCH1,g_player[snum].ps->i,&davector); actors.c: else S_PlaySound(RIPHEADNECK); break; game.c: S_PlaySound(ENDSEQVOL3SND4); KB_FlushKeyBoardQueue(); game.c: S_PlaySound(ENDSEQVOL3SND5); while (S_CheckSoundPlaying(-1,ENDSEQVOL3SND5)) game.c: S_PlaySound(ENDSEQVOL3SND6); while (S_CheckSoundPlaying(-1,ENDSEQVOL3SND6)) game.c: S_PlaySound(ENDSEQVOL3SND7); while (S_CheckSoundPlaying(-1,ENDSEQVOL3SND7)) game.c: S_PlaySound(ENDSEQVOL3SND8); while (S_CheckSoundPlaying(-1,ENDSEQVOL3SND8)) game.c: S_PlaySound(ENDSEQVOL3SND9); while (S_CheckSoundPlaying(-1,ENDSEQVOL3SND9)) actors.c: else S_PlaySound(WHIPYOURASS); break; anim.c: S_PlaySound(ENDSEQVOL2SND1); break; anim.c: S_PlaySound(ENDSEQVOL2SND2); break; anim.c: S_PlaySound(ENDSEQVOL2SND3); break; anim.c: S_PlaySound(ENDSEQVOL2SND4); break; anim.c: S_PlaySound(ENDSEQVOL2SND5); break; anim.c: S_PlaySound(ENDSEQVOL2SND6); break; anim.c: S_PlaySound(ENDSEQVOL2SND7); break; actors.c: A_PlaySound(SOMETHINGFROZE,i); anim.c: S_PlaySound(WIND_REPEAT); break; actors.c: S_PlaySound(BOS4_RECOG); S_PlaySound(BOSS4_FIRSTSEE); actors.c: A_PlaySound(LIGHTNING_SLAP,i); actors.c: A_PlaySound(THUNDER,i); anim.c: S_PlaySound(INTRO4_1); break; anim.c: S_PlaySound(INTRO4_2); break; anim.c: S_PlaySound(INTRO4_3); break; anim.c: S_PlaySound(INTRO4_4); break; anim.c: S_PlaySound(INTRO4_5); break; anim.c: S_PlaySound(INTRO4_6); break; anim.c: S_PlaySound(BOSS4_DEADSPEECH); break; actors.c: S_PlaySound(BOSS4_FIRSTSEE); break; anim.c: S_PlaySound(VOL4ENDSND1); break; anim.c: S_PlaySound(VOL4ENDSND1); break; anim.c: S_PlaySound(VOL4ENDSND1); S_PlaySound(DUKE_UNDERWATER); anim.c: S_PlaySound(VOL4ENDSND2); break; gamevars.c: Gv_NewVar(aszBuf, NAM?0:EXPANDERSHOOT, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); anim.c: S_PlaySound(INTRO4_B); break; anim.c: S_PlaySound(BIGBANG); break;