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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;

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