Symbol: SOUTH
games/battlestar/room.c
116
case SOUTH:
games/battlestar/room.c
126
case SOUTH:
games/battlestar/room.c
131
case SOUTH:
games/battlestar/room.c
144
case SOUTH:
games/battlestar/room.c
158
case SOUTH:
games/battlestar/room.c
188
direction = SOUTH;
games/battlestar/room.c
192
case SOUTH:
games/battlestar/room.c
211
direction = SOUTH;
games/battlestar/room.c
221
direction = SOUTH;
games/battlestar/room.c
83
case SOUTH:
games/hunt/hunt/otto.c
151
case 'v': facing = SOUTH; break;
games/hunt/hunt/otto.c
295
case SOUTH:
games/hunt/hunt/otto.c
296
if (been_there[row + 1][col] & SOUTH)
games/hunt/hunt/otto.c
310
been_there[r][col] |= SOUTH;
games/hunt/hunt/otto.c
403
case SOUTH: row++; break;
games/hunt/hunt/otto.c
445
case SOUTH:
games/hunt/hunt/otto.c
453
else if (dir == SOUTH
games/hunt/huntd/makemaze.c
147
stat |= SOUTH;
games/hunt/huntd/makemaze.c
158
case NORTH | SOUTH:
games/hunt/huntd/makemaze.c
160
case SOUTH:
games/hunt/huntd/shots.c
1003
else if (dirmask & SOUTH)
games/hunt/huntd/shots.c
1004
dirmask &= ~SOUTH;
games/hunt/huntd/shots.c
1032
if (dirmask & SOUTH) {
games/hunt/huntd/shots.c
470
dir = SOUTH;
games/hunt/huntd/shots.c
485
mask |= SOUTH, count++;
games/hunt/huntd/shots.c
510
if (mask & SOUTH)
games/hunt/huntd/shots.c
511
mask &= ~SOUTH, count--;
games/hunt/huntd/shots.c
523
if (n >= 0 && mask & SOUTH)
games/hunt/huntd/shots.c
524
dir = SOUTH, n--;
games/hunt/huntd/shots.c
547
case SOUTH:
games/hunt/huntd/shots.c
947
dirmask |= SOUTH, count++;
games/hunt/huntd/shots.c
958
dirmask |= SOUTH, count++;
games/hunt/huntd/shots.c
972
dirmask |= SOUTH, count++;
games/hunt/huntd/shots.c
976
dirmask |= SOUTH, count++;