2013-02-16 16:14:39 -08:00

29 lines
1.2 KiB
C

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; }