Symbol: SOUTH
games/battlestar/room.c
118
case SOUTH:
games/battlestar/room.c
126
case SOUTH:
games/battlestar/room.c
130
case SOUTH:
games/battlestar/room.c
142
case SOUTH:
games/battlestar/room.c
154
case SOUTH:
games/battlestar/room.c
182
direction = SOUTH;
games/battlestar/room.c
186
case SOUTH:
games/battlestar/room.c
205
direction = SOUTH;
games/battlestar/room.c
215
direction = SOUTH;
games/battlestar/room.c
85
case SOUTH:
games/hunt/hunt/otto.c
148
case 'v': facing = SOUTH; break;
games/hunt/hunt/otto.c
292
case SOUTH:
games/hunt/hunt/otto.c
293
if (been_there[row + 1][col] & SOUTH)
games/hunt/hunt/otto.c
307
been_there[r][col] |= SOUTH;
games/hunt/hunt/otto.c
400
case SOUTH: row++; break;
games/hunt/hunt/otto.c
442
case SOUTH:
games/hunt/hunt/otto.c
450
else if (dir == SOUTH
games/hunt/huntd/makemaze.c
202
stat |= SOUTH;
games/hunt/huntd/makemaze.c
213
case NORTH | SOUTH:
games/hunt/huntd/makemaze.c
215
case SOUTH:
games/hunt/huntd/shots.c
1001
else if (dirmask & SOUTH)
games/hunt/huntd/shots.c
1002
dirmask &= ~SOUTH;
games/hunt/huntd/shots.c
1030
if (dirmask & SOUTH) {
games/hunt/huntd/shots.c
468
dir = SOUTH;
games/hunt/huntd/shots.c
483
mask |= SOUTH, count++;
games/hunt/huntd/shots.c
508
if (mask & SOUTH)
games/hunt/huntd/shots.c
509
mask &= ~SOUTH, count--;
games/hunt/huntd/shots.c
521
if (n >= 0 && mask & SOUTH)
games/hunt/huntd/shots.c
522
dir = SOUTH, n--;
games/hunt/huntd/shots.c
545
case SOUTH:
games/hunt/huntd/shots.c
945
dirmask |= SOUTH, count++;
games/hunt/huntd/shots.c
956
dirmask |= SOUTH, count++;
games/hunt/huntd/shots.c
970
dirmask |= SOUTH, count++;
games/hunt/huntd/shots.c
974
dirmask |= SOUTH, count++;
sys/dev/wscons/wstpad.c
540
if (!(NORTH(dir) || SOUTH(dir)))
sys/dev/wscons/wstpad.c
552
if ((dy > 0 && !NORTH(dir)) || (dy < 0 && !SOUTH(dir)))