src/hcode/btech/p.mech.enhanced.criticals.h

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00001 
00002 /*
00003    p.mech.enhanced.criticals.h
00004 */
00005 
00006 #ifndef _P_MECH_ENHANCED_CRITICALS_H
00007 #define _P_MECH_ENHANCED_CRITICALS_H
00008 
00009 void getWeapData(MECH * mech, int section, int critical, int *wWeapIndex,
00010     int *wWeapSize, int *wFirstCrit);
00011 int getCritAddedBTH(MECH * mech, int section, int critical,
00012     int rangeBracket);
00013 int getCritAddedHeat(MECH * mech, int section, int critical);
00014 int getCritSubDamage(MECH * mech, int section, int critical);
00015 int canWeapExplodeFromDamage(MECH * mech, int section, int critical,
00016     int roll);
00017 int canWeapJamFromDamage(MECH * mech, int section, int critical, int roll);
00018 int isWeapAmmoFeedLocked(MECH * mech, int section, int critical);
00019 int countDamagedSlots(MECH * mech, int section, int wFirstCrit,
00020     int wWeapSize);
00021 int countDamagedSlotsFromCrit(MECH * mech, int section, int critical);
00022 int shouldDestroyWeapon(MECH * mech, int section, int critical,
00023     int incrementCount);
00024 void scoreEnhancedWeaponCriticalHit(MECH * mech, MECH * attacker, int LOS,
00025     int section, int critical);
00026 void mech_weaponstatus(dbref player, MECH * mech, char *buffer);
00027 void showWeaponDamageAndInfo(dbref player, MECH * mech, int section,
00028     int critical);
00029 
00030 #endif

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