bool CChar::CheckCorpseCrime( const CItemCorpse *pCorpse, bool fLooting, bool fTest ) { ADDTOCALLSTACK("CChar::CheckCorpseCrime"); // fLooting = looting as apposed to carving. // RETURN: true = criminal act ! if ( !pCorpse || !g_Cfg.m_fLootingIsACrime ) return false; CChar *pCharGhost = pCorpse->m_uidLink.CharFind(); if ( !pCharGhost || pCharGhost == this ) return false; if ( pCharGhost->Noto_GetFlag(this) == NOTO_GOOD ) { if ( !fTest ) { // Anyone saw me doing this? CheckCrimeSeen(SKILL_NONE, pCharGhost, pCorpse, fLooting ? g_Cfg.GetDefaultMsg(DEFMSG_LOOTING_CRIME) : NULL); Noto_Criminal(); } return true; } return false; }