Symbol: SOUTH
games/battlestar/room.c
124
case SOUTH:
games/battlestar/room.c
134
case SOUTH:
games/battlestar/room.c
139
case SOUTH:
games/battlestar/room.c
152
case SOUTH:
games/battlestar/room.c
166
case SOUTH:
games/battlestar/room.c
196
direction = SOUTH;
games/battlestar/room.c
200
case SOUTH:
games/battlestar/room.c
219
direction = SOUTH;
games/battlestar/room.c
229
direction = SOUTH;
games/battlestar/room.c
91
case SOUTH:
games/hunt/hunt/otto.c
183
case 'v': facing = SOUTH; break;
games/hunt/hunt/otto.c
334
case SOUTH:
games/hunt/hunt/otto.c
335
if (been_there[row + 1][col] & SOUTH)
games/hunt/hunt/otto.c
349
been_there[r][col] |= SOUTH;
games/hunt/hunt/otto.c
446
case SOUTH: row++; break;
games/hunt/hunt/otto.c
488
case SOUTH:
games/hunt/hunt/otto.c
496
else if (dir == SOUTH
games/hunt/huntd/makemaze.c
180
stat |= SOUTH;
games/hunt/huntd/makemaze.c
191
case NORTH | SOUTH:
games/hunt/huntd/makemaze.c
193
case SOUTH:
games/hunt/huntd/shots.c
392
dir = SOUTH;
games/hunt/huntd/shots.c
409
mask |= SOUTH, count++;
games/hunt/huntd/shots.c
440
if (mask & SOUTH)
games/hunt/huntd/shots.c
441
mask &= ~SOUTH, count--;
games/hunt/huntd/shots.c
455
if (n >= 0 && mask & SOUTH)
games/hunt/huntd/shots.c
456
dir = SOUTH, n--;
games/hunt/huntd/shots.c
480
case SOUTH:
games/hunt/huntd/shots.c
854
dirmask |= SOUTH, count++;
games/hunt/huntd/shots.c
865
dirmask |= SOUTH, count++;
games/hunt/huntd/shots.c
879
dirmask |= SOUTH, count++;
games/hunt/huntd/shots.c
883
dirmask |= SOUTH, count++;
games/hunt/huntd/shots.c
910
else if (dirmask & SOUTH)
games/hunt/huntd/shots.c
911
dirmask &= ~SOUTH;
games/hunt/huntd/shots.c
938
if (dirmask & SOUTH) {