btmux/autom4te.cache/
btmux/doc/.svn/
btmux/event/.svn/
btmux/game/.svn/
btmux/game/bin/.svn/
btmux/game/data/.svn/
btmux/game/logs/.svn/
btmux/game/maps/
btmux/game/maps/.svn/
btmux/game/maps/.svn/prop-base/
btmux/game/maps/.svn/props/
btmux/game/maps/.svn/text-base/
btmux/game/maps/.svn/wcprops/
btmux/game/mechs/
btmux/game/mechs/.svn/
btmux/game/mechs/.svn/prop-base/
btmux/game/mechs/.svn/props/
btmux/game/mechs/.svn/text-base/
btmux/game/mechs/.svn/wcprops/
btmux/game/text/.svn/
btmux/include/.svn/
btmux/misc/
btmux/misc/.svn/
btmux/misc/.svn/prop-base/
btmux/misc/.svn/props/
btmux/misc/.svn/text-base/
btmux/misc/.svn/wcprops/
btmux/python/
btmux/python/.svn/
btmux/python/.svn/prop-base/
btmux/python/.svn/props/
btmux/python/.svn/text-base/
btmux/python/.svn/wcprops/
btmux/src/.svn/prop-base/
btmux/src/.svn/props/
btmux/src/.svn/text-base/
btmux/src/.svn/wcprops/
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/
btmux/src/hcode/btech/.svn/text-base/
btmux/src/hcode/btech/.svn/wcprops/
btmux/src/hcode/include/.svn/
/*
   p.mech.status.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 Mon Mar 22 08:51:16 CET 1999 from mech.status.c */

#include "config.h"

#ifndef _P_MECH_STATUS_H
#define _P_MECH_STATUS_H

/* mech.status.c */
void DisplayTarget(dbref player, MECH * mech);
void show_miscbrands(MECH * mech, dbref player);
void PrintGenericStatus(dbref player, MECH * mech, int own, int usex);
void PrintShortInfo(dbref player, MECH * mech);
void PrintInfoStatus(dbref player, MECH * mech, int own);
void mech_status(dbref player, void *data, char *buffer);
void mech_critstatus(dbref player, void *data, char *buffer);
char *part_name(int type, int brand);
char *part_name_long(int type, int brand);
char *pos_part_name(MECH * mech, int index, int loop);
void mech_weaponspecs(dbref player, void *data, char *buffer);
char *critstatus_func(MECH * mech, char *arg);
char *armorstatus_func(MECH * mech, char *arg);
char *weaponstatus_func(MECH * mech, char *arg);
char *critslot_func(MECH * mech, char *buf_section, char *buf_critnum, char *buf_flag);
void CriticalStatus(dbref player, MECH * mech, int index);
char *evaluate_ammo_amount(int now, int max);
void PrintWeaponStatus(MECH * mech, dbref player);
int ArmorEvaluateSerious(MECH * mech, int loc, int flag, int *opt);
char *PrintArmorDamageColor(MECH * mech, int loc, int flag);
char *PrintArmorDamageString(MECH * mech, int loc, int flag);
char *ArmorKeyInfo(dbref player, int keyn, int owner);
char *show_armor(MECH * mech, int loc, int flag);
void PrintArmorStatus(dbref player, MECH * mech, int owner);
int hasPhysical(MECH * objMech, int wLoc, int wPhysType);
int canUsePhysical(MECH * objMech, int wLoc, int wPhysType);

#endif				/* _P_MECH_STATUS_H */