Symbol: LEFTS
games/hunt/huntd/answer.c
440
return LEFTS;
games/hunt/huntd/draw.c
151
case LEFTS:
games/hunt/huntd/draw.c
152
see(pp, LEFTS);
games/hunt/huntd/draw.c
163
see(pp, LEFTS);
games/hunt/huntd/draw.c
168
see(pp, LEFTS);
games/hunt/huntd/draw.c
209
case LEFTS:
games/hunt/huntd/draw.c
348
case LEFTS:
games/hunt/huntd/driver.c
814
add_shot(LAVA, y, x, LEFTS, volcano,
games/hunt/huntd/execute.c
108
move_player(pp, LEFTS); /* Move left */
games/hunt/huntd/execute.c
111
face(pp, LEFTS); /* Face left */
games/hunt/huntd/execute.c
208
case LEFTS:
games/hunt/huntd/execute.c
271
case LEFTS:
games/hunt/huntd/execute.c
617
add_shot(obj, y, x, LEFTS, req, NULL, TRUE, pp->p_face);
games/hunt/huntd/expl.c
183
case LEFTS:
games/hunt/huntd/hunt.h
110
# define is_player(c) (c == LEFTS || c == RIGHT ||\
games/hunt/huntd/shots.c
1014
nbp = create_shot(bp->b_type, bp->b_y, bp->b_x - 1, LEFTS,
games/hunt/huntd/shots.c
1131
case LEFTS:
games/hunt/huntd/shots.c
1134
return (dir == LEFTS);
games/hunt/huntd/shots.c
248
case LEFTS:
games/hunt/huntd/shots.c
282
case LEFTS:
games/hunt/huntd/shots.c
292
bp->b_face = LEFTS;
games/hunt/huntd/shots.c
301
case LEFTS:
games/hunt/huntd/shots.c
308
bp->b_face = LEFTS;
games/hunt/huntd/shots.c
328
bp->b_face = LEFTS;
games/hunt/huntd/shots.c
341
case LEFTS:
games/hunt/huntd/shots.c
501
case LEFTS:
games/hunt/huntd/shots.c
537
bp->b_face = LEFTS;
games/hunt/huntd/shots.c
555
case LEFTS:
games/hunt/huntd/shots.c
615
case LEFTS:
games/hunt/huntd/shots.c
804
case LEFTS:
games/hunt/huntd/shots.c
826
y, x, LEFTS,
games/hunt/huntd/shots.c
855
case LEFTS:
games/hunt/huntd/shots.c
909
case LEFTS:
games/hunt/huntd/shots.c
941
case LEFTS: