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btmux/doc/.svn/
btmux/event/.svn/
btmux/game/.svn/
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btmux/game/logs/.svn/
btmux/game/maps/
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btmux/game/maps/.svn/text-base/
btmux/game/maps/.svn/wcprops/
btmux/game/mechs/
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btmux/game/mechs/.svn/prop-base/
btmux/game/mechs/.svn/props/
btmux/game/mechs/.svn/text-base/
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btmux/game/text/.svn/
btmux/include/.svn/
btmux/misc/
btmux/misc/.svn/
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btmux/python/
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btmux/src/hcode/.svn/
btmux/src/hcode/btech/
btmux/src/hcode/btech/.svn/
btmux/src/hcode/btech/.svn/prop-base/
btmux/src/hcode/btech/.svn/props/
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/*
   p.ai.h

   Automatically created by protomaker (C) 1998 Markus Stenberg (fingon@iki.fi)
   Protomaker is actually only a wrapper script for cproto, but well.. I like
   fancy headers and stuff :)
   */

/* Generated at Fri Jan 15 15:32:33 CET 1999 from ai.c */

#ifndef _P_AI_H
#define _P_AI_H

/* ai.c */
void sendAIM(AUTO * a, MECH * m, char *msg);
char *AI_Info(MECH * m, AUTO * a);
int getEnemies(MECH * mech, MAP * map, int reset);
int getFriends(MECH * mech, MAP * map, int reset);
void ai_path_score(MECH * m, MAP * map, AUTO * a, int opts[][2], int num_o,
    int gotenemy, float dx, float dy, float delx, float dely, int *rl,
    int *bd, int *bscore);
int ai_max_speed(MECH * m, AUTO * a);
int ai_opponents(AUTO * a, MECH * m);
void ai_run_speed(MECH * mech, AUTO * a);
void ai_stop(MECH * mech, AUTO * a);
#if 0
void ai_set_speed(MECH * mech, AUTO * a, int s);
#endif
void ai_set_speed(MECH * mech, AUTO * a, float s);
void ai_set_heading(MECH * mech, AUTO * a, int dir);
void ai_adjust_move(AUTO * a, MECH * m, char *text, int hmod, int smod,
    int b_score);
int ai_check_path(MECH * m, AUTO * a, float dx, float dy, float delx,
    float dely);
void ai_init(AUTO * a, MECH * m);
void mech_snipe(dbref player, MECH * mech, char *buffer);

#endif				/* _P_AI_H */