int32 GetCharID() { return charid; } int32 GetDecayTime() { if (!corpse_decay_timer.Enabled()) return 0xFFFFFFFF; else return corpse_decay_timer.GetRemainingTime(); } inline void Lock() { pLocked = true; } inline void UnLock() { pLocked = false; } inline bool IsLocked() { return pLocked; } inline void ResetLooter() { BeingLootedBy = 0xFFFFFFFF; } inline int32 GetDBID() { return dbid; } inline char* GetOwnerName() { return orgname;} void SetDecayTimer(int32 decaytime); bool IsEmpty(); void AddItem(uint32 itemnum, int8 charges, sint16 slot = 0); uint32 GetWornItem(sint16 equipSlot) const; void RemoveItem(int16 lootslot); void SetCash(int16 in_copper, int16 in_silver, int16 in_gold, int16 in_platinum); void RemoveCash(); int32 CountItems(); void Delete(); uint32 GetCopper() { return copper; } uint32 GetSilver() { return silver; } uint32 GetGold() { return gold; } uint32 GetPlatinum() { return platinum; } void Summon(Client* client, bool spell); void CastRezz(int16 spellid, Mob* Caster); void CompleteRezz(); bool CanMobLoot(int charid); void AllowMobLoot(Mob *them, int8 slot); void AddLooter(Mob *who); bool IsRezzed() { return isrezzed; }