Symbol: EAST
games/battlestar/room.c
127
case EAST:
games/battlestar/room.c
141
case EAST:
games/battlestar/room.c
148
case EAST:
games/battlestar/room.c
154
case EAST:
games/battlestar/room.c
168
case EAST:
games/battlestar/room.c
193
direction = EAST;
games/battlestar/room.c
203
direction = EAST;
games/battlestar/room.c
213
case EAST:
games/battlestar/room.c
235
direction = EAST;
games/battlestar/room.c
98
case EAST:
games/hunt/hunt/otto.c
184
case '>': facing = EAST; break;
games/hunt/hunt/otto.c
375
case EAST:
games/hunt/hunt/otto.c
376
if (been_there[row][col + 1] & EAST)
games/hunt/hunt/otto.c
389
been_there[r][col] |= EAST;
games/hunt/hunt/otto.c
447
case EAST: col++; break;
games/hunt/hunt/otto.c
506
case EAST:
games/hunt/hunt/otto.c
514
else if (dir == EAST
games/hunt/huntd/makemaze.c
182
stat |= EAST;
games/hunt/huntd/makemaze.c
186
case WEST | EAST:
games/hunt/huntd/makemaze.c
187
case EAST:
games/hunt/huntd/shots.c
396
dir = EAST;
games/hunt/huntd/shots.c
411
mask |= EAST, count++;
games/hunt/huntd/shots.c
432
if (mask & EAST)
games/hunt/huntd/shots.c
433
mask &= ~EAST, count--;
games/hunt/huntd/shots.c
457
if (n >= 0 && mask & EAST)
games/hunt/huntd/shots.c
458
dir = EAST, n--;
games/hunt/huntd/shots.c
472
case EAST:
games/hunt/huntd/shots.c
857
dirmask |= EAST, count++;
games/hunt/huntd/shots.c
861
dirmask |= EAST, count++;
games/hunt/huntd/shots.c
876
dirmask |= EAST, count++;
games/hunt/huntd/shots.c
887
dirmask |= EAST, count++;
games/hunt/huntd/shots.c
906
else if (dirmask & EAST)
games/hunt/huntd/shots.c
907
dirmask &= ~EAST;
games/hunt/huntd/shots.c
924
if (dirmask & EAST) {