/* p.mech.damage.h */ #ifndef _P_MECH_DAMAGE_H #define _P_MECH_DAMAGE_H int cause_armordamage(MECH * wounded, MECH * attacker, int LOS, int attackPilot, int isrear, int iscritical, int hitloc, int damage, int *crits, int wWeapIndx, int wAmmoMode); int cause_internaldamage(MECH * wounded, MECH * attacker, int LOS, int attackPilot, int isrear, int hitloc, int intDamage, int weapindx, int *crits); void DamageMech(MECH * wounded, MECH * attacker, int LOS, int attackPilot, int hitloc, int isrear, int iscritical, int damage, int intDamage, int cause, int bth, int wWeapIndx, int wAmmoMode, int tIgnoreSwarmers); void DestroyWeapon(MECH * wounded, int hitloc, int type, int startCrit, int numcrits, int totalcrits); int CountWeaponsInLoc(MECH * mech, int loc); int FindWeaponTypeNumInLoc(MECH * mech, int loc, int num); void LoseWeapon(MECH * mech, int hitloc); void DestroyHeatSink(MECH * mech, int hitloc); void DestroySection(MECH * wounded, MECH * attacker, int LOS, int hitloc); char *setarmorstatus_func(MECH * mech, char *sectstr, char *typestr, char *valuestr); int dodamage_func(dbref player, MECH * mech, int totaldam, int clustersize, int direction, int critical, char *mechmsg, char *mechbroadcast); void mech_damage(dbref player, MECH * mech, char *buffer); #endif /* _P_MECH_DAMAGE_H */