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/
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btmux/src/hcode/include/.svn/
/*
   p.failures.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 15:32:41 CET 1999 from failures.c */

#ifndef _P_FAILURES_H
#define _P_FAILURES_H

/* failures.c */
int GetBrandIndex(int type);
char *GetPartBrandName(int type, int level);
void FailureRadioStatic(MECH * mech, int weapnum, int weaptype,
    int section, int critical, int roll, int *modifier, int *type);
void FailureRadioShort(MECH * mech, int weapnum, int weaptype, int section,
    int critical, int roll, int *modifier, int *type);
void FailureRadioRange(MECH * mech, int weapnum, int weaptype, int section,
    int critical, int roll, int *modifier, int *type);
void FailureComputerShutdown(MECH * mech, int weapnum, int weaptype,
    int section, int critical, int roll, int *modifier, int *type);
void FailureComputerScanner(MECH * mech, int weapnum, int weaptype,
    int section, int critical, int roll, int *modifier, int *type);
void FailureComputerTarget(MECH * mech, int weapnum, int weaptype,
    int section, int critical, int roll, int *modifier, int *type);
void FailureWeaponMissiles(MECH * mech, int weapnum, int weaptype,
    int section, int critical, int roll, int *modifier, int *type);
void FailureWeaponDud(MECH * mech, int weapnum, int weaptype, int section,
    int critical, int roll, int *modifier, int *type);
void FailureWeaponJammed(MECH * mech, int weapnum, int weaptype,
    int section, int critical, int roll, int *modifier, int *type);
void FailureWeaponRange(MECH * mech, int weapnum, int weaptype,
    int section, int critical, int roll, int *modifier, int *type);
void FailureWeaponDamage(MECH * mech, int weapnum, int weaptype,
    int section, int critical, int roll, int *modifier, int *type);
void FailureWeaponHeat(MECH * mech, int weapnum, int weaptype, int section,
    int critical, int roll, int *modifier, int *type);
void FailureWeaponSpike(MECH * mech, int weapnum, int weaptype,
    int section, int critical, int roll, int *modifier, int *type);
void CheckGenericFail(MECH * mech, int type, int *result, int *mod);
void CheckWeaponFailed(MECH * mech, int weapnum, int weaptype, int section,
    int critical, int *modifier, int *type);

#endif				/* _P_FAILURES_H */