Symbol: HEIGHT
games/hunt/hunt/display.c
41
mvcur(cur_row, cur_col, HEIGHT, 0);
games/hunt/hunt/display.c
42
cur_row = HEIGHT;
games/hunt/hunt/hunt.c
338
if (numdrivers < HEIGHT - 3) {
games/hunt/hunt/hunt.c
468
display_move(HEIGHT, 0);
games/hunt/hunt/hunt.c
512
display_move(HEIGHT, 0);
games/hunt/hunt/otto.c
127
static char been_there[HEIGHT][WIDTH2];
games/hunt/hunt/otto.c
298
for (r = row + 1; r < HEIGHT; r++)
games/hunt/hunt/otto.c
309
if (r < HEIGHT)
games/hunt/hunt/otto.c
534
((flbr[FRONT].flags & BEEN) ? 7 : HEIGHT)))
games/hunt/hunt/playit.c
287
display_move(HEIGHT, 0);
games/hunt/hunt/playit.c
300
display_move(HEIGHT, 0);
games/hunt/hunt/playit.c
319
display_move(HEIGHT, 0);
games/hunt/hunt/playit.c
369
display_move(HEIGHT, 0);
games/hunt/huntd/answer.c
156
outyx(ALL_PLAYERS, HEIGHT, 0, "%s%s: %.*s",
games/hunt/huntd/answer.c
331
for ( ; y < HEIGHT; y++)
games/hunt/huntd/answer.c
338
y = rand_num(HEIGHT - 1) + 1;
games/hunt/huntd/answer.c
384
y = rand_num(HEIGHT - 1) + 1;
games/hunt/huntd/answer.c
392
y = rand_num(HEIGHT - 1) + 1;
games/hunt/huntd/draw.c
334
cgoto(pp, HEIGHT, 0);
games/hunt/huntd/draw.c
63
for (y = 1; y < HEIGHT - 1; y++) {
games/hunt/huntd/draw.c
79
cgoto(pp, HEIGHT - 1, 0);
games/hunt/huntd/draw.c
80
outstr(pp, pp->p_maze[HEIGHT - 1], WIDTH);
games/hunt/huntd/driver.c
496
y = rand_num(HEIGHT - 1) + 1;
games/hunt/huntd/driver.c
690
outyx(pp, HEIGHT / 2, x, "%s", pp->p_death);
games/hunt/huntd/driver.c
696
outyx(pp, HEIGHT / 2 - 1, x, "%s", pp->p_death);
games/hunt/huntd/driver.c
697
outyx(pp, HEIGHT / 2 + 1, x, "%s", pp->p_death);
games/hunt/huntd/driver.c
700
cgoto(pp, HEIGHT, 0);
games/hunt/huntd/driver.c
810
y = rand_num(HEIGHT / 2) + HEIGHT / 4;
games/hunt/huntd/driver.c
827
y = rand_num(HEIGHT / 2) + HEIGHT / 4;
games/hunt/huntd/driver.c
968
cgoto(ALL_PLAYERS, HEIGHT, 0);
games/hunt/huntd/expl.c
57
if (y < 0 || y >= HEIGHT)
games/hunt/huntd/extern.c
42
char Maze[HEIGHT][WIDTH2]; /* the maze */
games/hunt/huntd/extern.c
43
char Orig_maze[HEIGHT][WIDTH2]; /* the original maze */
games/hunt/huntd/makemaze.c
121
if (tx < 0 || ty < 0 || tx >= WIDTH || ty >= HEIGHT)
games/hunt/huntd/makemaze.c
137
for (y = 0; y < HEIGHT; y++)
games/hunt/huntd/makemaze.c
146
if (y + 1 < HEIGHT && Maze[y + 1][x] != SPACE)
games/hunt/huntd/makemaze.c
58
while (sp < &Maze[HEIGHT - 1][WIDTH])
games/hunt/huntd/makemaze.c
62
y = rand_num(HEIGHT / 2) * 2 + 1;
games/hunt/huntd/server.h
163
char p_maze[HEIGHT][WIDTH2];
games/hunt/huntd/server.h
280
extern char Maze[HEIGHT][WIDTH2];
games/hunt/huntd/server.h
281
extern char Orig_maze[HEIGHT][WIDTH2];
games/hunt/huntd/server.h
58
#define DBOUND (HEIGHT - 1)
games/hunt/huntd/shots.c
1050
if (y < 0 || x < 0 || y >= HEIGHT || x >= WIDTH)
games/hunt/huntd/shots.c
674
else if (y > HEIGHT - 2) {
games/hunt/huntd/shots.c
675
y = (HEIGHT - 2) - (y - (HEIGHT - 2));
games/hunt/huntd/shots.c
696
PLUS_DELTA(y, HEIGHT - 2);
games/hunt/huntd/shots.c
781
if (y < 0 || y >= HEIGHT)
usr.bin/banner/banner.c
116
for (scnhgt = 0; scnhgt++ < HEIGHT+DROP; ) {
usr.bin/banner/banner.c
127
if ((!d && scnhgt > HEIGHT) || (scnhgt <= DROP && d))
usr.bin/banner/banner.c
60
extern const char scnkey[][HEIGHT]; /* in lpdchar.c */
usr.bin/banner/chset.c
187
const char scnkey[][HEIGHT] = /* this is relatively easy to modify */
usr.sbin/lpr/lpd/extern.h
35
extern const char scnkey[][HEIGHT]; /* in lpdchar.c */
usr.sbin/lpr/lpd/lpdchar.c
101
const char scnkey[][HEIGHT] = /* this is relatively easy to modify */
usr.sbin/lpr/lpd/printjob.c
1366
for (scnhgt = 0; scnhgt++ < HEIGHT+DROP; ) {
usr.sbin/lpr/lpd/printjob.c
1371
if ((!d && scnhgt > HEIGHT) || (scnhgt <= DROP && d))