games/warp/us.c
61
if (tract(ent,dy,dx,tractor)) {
games/warp/us.c
89
if (tract(base,dy,dx,tractor)) {
games/warp/weapon.c
143
tract(nuke,dy,dx,rand_mod(3)?1:-1);
games/warp/weapon.c
212
tract(nuke,dy,dx,rand_mod(3)?1:-1);
games/warp/weapon.c
248
tract(nuke,dy,dx,rand_mod(3)?1:-1);
games/warp/weapon.c
272
tract(nuke,dy,dx,rand_mod(3)?1:-1);
games/warp/weapon.c
289
tract(nuke,dy,dx,-1);
games/warp/weapon.c
293
tract(nuke,dy,dx,-1);
games/warp/weapon.c
298
tract(nuke,dy,dx,rand_mod(3)?1:-1);
games/warp/weapon.c
313
tract(nuke,dy,dx,rand_mod(3)?1:-1);
games/warp/weapon.c
323
tract(nuke,dy,dx,rand_mod(3)?1:-1);
games/warp/weapon.c
348
tract(nuke,dy,dx,rand_mod(3)?1:-1);
games/warp/weapon.c
367
tract(obj,-dy,-dx,1);
games/warp/weapon.c
381
tract(nuke,dy,dx,1);
games/warp/weapon.c
385
tract(nuke,dy,dx,1); /* for looks */
games/warp/weapon.c
402
tract(nuke,dy,dx,-1);
games/warp/weapon.c
411
tract(nuke,dy,dx,rand_mod(3)?1:-1);
games/warp/weapon.h
22
int tract(OBJECT *, int, int, int);