Symbol: EAST
games/battlestar/room.c
119
case EAST:
games/battlestar/room.c
133
case EAST:
games/battlestar/room.c
140
case EAST:
games/battlestar/room.c
146
case EAST:
games/battlestar/room.c
160
case EAST:
games/battlestar/room.c
185
direction = EAST;
games/battlestar/room.c
195
direction = EAST;
games/battlestar/room.c
205
case EAST:
games/battlestar/room.c
227
direction = EAST;
games/battlestar/room.c
90
case EAST:
games/hunt/hunt/otto.c
152
case '>': facing = EAST; break;
games/hunt/hunt/otto.c
336
case EAST:
games/hunt/hunt/otto.c
337
if (been_there[row][col + 1] & EAST)
games/hunt/hunt/otto.c
350
been_there[r][col] |= EAST;
games/hunt/hunt/otto.c
404
case EAST: col++; break;
games/hunt/hunt/otto.c
463
case EAST:
games/hunt/hunt/otto.c
471
else if (dir == EAST
games/hunt/huntd/makemaze.c
149
stat |= EAST;
games/hunt/huntd/makemaze.c
153
case WEST | EAST:
games/hunt/huntd/makemaze.c
154
case EAST:
games/hunt/huntd/shots.c
1000
dirmask &= ~EAST;
games/hunt/huntd/shots.c
1018
if (dirmask & EAST) {
games/hunt/huntd/shots.c
474
dir = EAST;
games/hunt/huntd/shots.c
487
mask |= EAST, count++;
games/hunt/huntd/shots.c
502
if (mask & EAST)
games/hunt/huntd/shots.c
503
mask &= ~EAST, count--;
games/hunt/huntd/shots.c
525
if (n >= 0 && mask & EAST)
games/hunt/huntd/shots.c
526
dir = EAST, n--;
games/hunt/huntd/shots.c
539
case EAST:
games/hunt/huntd/shots.c
950
dirmask |= EAST, count++;
games/hunt/huntd/shots.c
954
dirmask |= EAST, count++;
games/hunt/huntd/shots.c
969
dirmask |= EAST, count++;
games/hunt/huntd/shots.c
980
dirmask |= EAST, count++;
games/hunt/huntd/shots.c
999
else if (dirmask & EAST)