Symbol: LEFTS
games/hunt/huntd/answer.c
422
return LEFTS;
games/hunt/huntd/draw.c
150
case LEFTS:
games/hunt/huntd/draw.c
151
see(pp, LEFTS);
games/hunt/huntd/draw.c
162
see(pp, LEFTS);
games/hunt/huntd/draw.c
167
see(pp, LEFTS);
games/hunt/huntd/draw.c
208
case LEFTS:
games/hunt/huntd/draw.c
347
case LEFTS:
games/hunt/huntd/driver.c
810
(void) add_shot(LAVA, y, x, LEFTS, volcano,
games/hunt/huntd/execute.c
109
move_player(pp, LEFTS); /* Move left */
games/hunt/huntd/execute.c
112
face(pp, LEFTS); /* Face left */
games/hunt/huntd/execute.c
209
case LEFTS:
games/hunt/huntd/execute.c
272
case LEFTS:
games/hunt/huntd/execute.c
617
add_shot(obj, y, x, LEFTS, req, (PLAYER *) NULL,
games/hunt/huntd/expl.c
183
case LEFTS:
games/hunt/huntd/hunt.h
109
# define is_player(c) (c == LEFTS || c == RIGHT ||\
games/hunt/huntd/shots.c
1012
nbp = create_shot(bp->b_type, bp->b_y, bp->b_x - 1, LEFTS,
games/hunt/huntd/shots.c
1129
case LEFTS:
games/hunt/huntd/shots.c
1132
return (dir == LEFTS);
games/hunt/huntd/shots.c
246
case LEFTS:
games/hunt/huntd/shots.c
280
case LEFTS:
games/hunt/huntd/shots.c
290
bp->b_face = LEFTS;
games/hunt/huntd/shots.c
299
case LEFTS:
games/hunt/huntd/shots.c
306
bp->b_face = LEFTS;
games/hunt/huntd/shots.c
326
bp->b_face = LEFTS;
games/hunt/huntd/shots.c
339
case LEFTS:
games/hunt/huntd/shots.c
499
case LEFTS:
games/hunt/huntd/shots.c
535
bp->b_face = LEFTS;
games/hunt/huntd/shots.c
553
case LEFTS:
games/hunt/huntd/shots.c
613
case LEFTS:
games/hunt/huntd/shots.c
802
case LEFTS:
games/hunt/huntd/shots.c
824
y, x, LEFTS,
games/hunt/huntd/shots.c
853
case LEFTS:
games/hunt/huntd/shots.c
907
case LEFTS:
games/hunt/huntd/shots.c
939
case LEFTS: