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Searched
refs:p_face
(Results
1 - 7
of
7
) sorted by relevancy
/src/games/hunt/huntd/
execute.c
236
if (dir == pp->
p_face
)
238
else if (opposite(dir, pp->
p_face
))
265
if (dir != pp->
p_face
)
329
if (pp->
p_face
!= dir) {
330
pp->
p_face
= dir;
365
add_shot(shot_type[req_index], pp->p_y, pp->p_x, pp->
p_face
,
366
shot_req[req_index], pp, false, pp->
p_face
);
412
add_shot(SLIME, pp->p_y, pp->p_x, pp->
p_face
,
413
slime_req[req_index] * SLIME_FACTOR, pp, false, pp->
p_face
);
569
add_shot(obj, y, x, LEFTS, req, NULL, true, pp->
p_face
);
[
all
...]
hunt.h
80
int
p_face
;
member in struct:player_def
shots.c
156
Maze[pp->p_y][pp->p_x] = pp->
p_face
;
634
if (pp->
p_face
!= BOOT && pp->
p_face
!= BOOT_PAIR) {
638
pp->
p_face
= rand_dir();
644
pp->
p_face
= BOOT_PAIR;
650
Maze[y][x] = pp->
p_face
;
651
showexpl(y, x, pp->
p_face
);
answer.c
289
newpp->
p_face
= FLYER;
295
newpp->
p_face
= rand_dir();
draw.c
148
switch (pp->
p_face
) {
322
Maze[y][x] = draw ? pp->
p_face
: pp->p_over;
expl.c
204
pp->
p_face
= FLYER;
driver.c
735
(void) add_shot(len, pp->p_y, pp->p_x, pp->
p_face
, x,
759
np->
p_face
= BOOT;
Completed in 43 milliseconds
Indexes created Mon Feb 23 16:20:21 UTC 2026