pos 10 enemy.c mobj->pos.y = mobj->pos.y +mobj->vel.y;
pos 12 enemy.c mobj->pos.y = mobj->pos.y -mobj->vel.y;
pos 19 enemy.c putobject(mobj->currentobj, mobj->id, mobj->pos.x, mobj->pos.y);
pos 7 event.c event* newevent(int time, vector2 pos, vector2 vel,
pos 12 event.c ret->pos = pos;
pos 21 event.c printf("%f, %f, ",con->ev->pos.x, con->ev->pos.y);
pos 12 event.h vector2 pos;
pos 18 event.h event* newevent(int time, vector2 pos, vector2 vel,
pos 31 gamemain.c putobject(*(mobj->obj), 0, mobj->pos.x, mobj->pos.y);
pos 42 gamemain.c static vector2 pos = {SCREENWIDTH/2-1, SCREENHEIGHT-3};
pos 48 gamemain.c pos.x++;
pos 52 gamemain.c pos.x--;
pos 56 gamemain.c pos.y--;
pos 60 gamemain.c pos.y++;
pos 65 gamemain.c *ret = pos;
pos 97 gamemain.c mobjp[0]->pos = mypos;
pos 25 gamemain2.c vec2add(&(mobj->pos), &(mobj->vel));
pos 29 gamemain2.c putobject(*(mobj->obj), mobj->id, mobj->pos.x, mobj->pos.y);
pos 33 gamemain2.c putobject(*(mobj->obj), 0, mobj->pos.x, mobj->pos.y);
pos 78 gamemain2.c static vector2 pos = {SCREENWIDTH/2-1, SCREENHEIGHT-3};
pos 84 gamemain2.c pos.x++;
pos 88 gamemain2.c pos.x--;
pos 92 gamemain2.c pos.y--;
pos 96 gamemain2.c pos.y++;
pos 101 gamemain2.c *ret = pos;
pos 124 gamemain2.c addmo(e->mobj, e->pos, e->vel);
pos 146 gamemain2.c mobjp[2]->pos = mypos;
pos 29 movingobject.c void setinitposition(movingobject* mobj, vector2 pos){
pos 30 movingobject.c mobj->pos = pos;
pos 7 movingobject.h vector2 pos;
pos 26 movingobject.h void setinitposition(movingobject* mobj, vector2 pos);
pos 20 movingobjectmanager.c void addmo(movingobject* mobj, vector2 pos, vector2 vel){
pos 25 movingobjectmanager.c tmp->pos = pos;
pos 50 movingobjectmanager.c id = checkcollision(mobj->pos, mobj->currentobj);
pos 7 movingobjectmanager.h void addmo(movingobject* mobj, vector2 pos, vector2 vel);
pos 27 scenario.c void setmark(int pos){
pos 29 scenario.c if(pos<cnt){
pos 30 scenario.c mark = pos;
pos 12 scenario.h void setmark(int pos);
pos 30 screen.c unsigned char checkcollision(vector2 pos, object* obj){
pos 36 screen.c id = checkbuffer[SCREENWIDTH*((int)(pos.y)+y)+(int)(pos.x)+x];
pos 20 screen.h unsigned char checkcollision(vector2 pos, object* obj);