Symbol: WEST
games/battlestar/room.c
122
case WEST:
games/battlestar/room.c
134
case WEST:
games/battlestar/room.c
146
case WEST:
games/battlestar/room.c
150
case WEST:
games/battlestar/room.c
158
case WEST:
games/battlestar/room.c
176
direction = WEST;
games/battlestar/room.c
192
direction = WEST;
games/battlestar/room.c
208
direction = WEST;
games/battlestar/room.c
212
case WEST:
games/battlestar/room.c
99
case WEST:
games/hunt/hunt/otto.c
147
case '<': facing = WEST; break;
games/hunt/hunt/otto.c
313
case WEST:
games/hunt/hunt/otto.c
314
if (been_there[row][col - 1] & WEST)
games/hunt/hunt/otto.c
327
been_there[r][col] |= WEST;
games/hunt/hunt/otto.c
399
case WEST: col--; break;
games/hunt/hunt/otto.c
459
case WEST:
games/hunt/hunt/otto.c
465
else if (dir == WEST
games/hunt/hunt/otto.c
471
else if (dir == WEST)
games/hunt/huntd/makemaze.c
206
stat |= WEST;
games/hunt/huntd/makemaze.c
208
case WEST | EAST:
games/hunt/huntd/makemaze.c
210
case WEST:
games/hunt/huntd/shots.c
1010
if (dirmask & WEST) {
games/hunt/huntd/shots.c
460
dir = WEST;
games/hunt/huntd/shots.c
479
mask |= WEST, count++;
games/hunt/huntd/shots.c
504
if (mask & WEST)
games/hunt/huntd/shots.c
505
mask &= ~WEST, count--;
games/hunt/huntd/shots.c
525
if (n >= 0 && mask & WEST)
games/hunt/huntd/shots.c
526
dir = WEST, n--;
games/hunt/huntd/shots.c
533
case WEST:
games/hunt/huntd/shots.c
941
dirmask |= WEST, count++;
games/hunt/huntd/shots.c
959
dirmask |= WEST, count++;
games/hunt/huntd/shots.c
965
dirmask |= WEST, count++;
games/hunt/huntd/shots.c
976
dirmask |= WEST, count++;
games/hunt/huntd/shots.c
995
if (dirmask & WEST)
games/hunt/huntd/shots.c
996
dirmask &= ~WEST;
sys/dev/wscons/wstpad.c
542
if (!(EAST(dir) || WEST(dir)))
sys/dev/wscons/wstpad.c
554
if ((dx > 0 && !EAST(dir)) || (dx < 0 && !WEST(dir)))