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