(static) bool CheckAccessible( Mobile m, Item item )
(static) bool CheckHold( Mobile m, Container cont, Item item, bool message, bool checkItems )
(static) bool CheckLockedDown( Item item )
(static) bool CheckLockedDownOrSecured( Item item )
(static) bool CheckSecured( Item item )
(static) void Configure()
(static) BaseHouse FindHouseAt( Mobile m )
(static) BaseHouse FindHouseAt( Item item )
(static) BaseHouse FindHouseAt( Point3D loc, Map map, int height )
(static) ArrayList GetHouses( Mobile m )
(static) bool HasAccountHouse( Mobile m )
(static) bool HasHouse( Mobile m )
(ctor) BaseHouse( Serial serial )
(ctor) BaseHouse( int multiID, Mobile owner, int MaxLockDown, int MaxSecure )
ArrayList Access( get; set; )
ArrayList Addons( get; set; )
Rectangle2D[] Area( get; )
Point3D BanLocation( get; set; )
ArrayList Bans( get; set; )
DateTime BuiltOn( get; set; )
HousePlacementEntry ConvertEntry( get; )
int ConvertOffsetX( get; )
int ConvertOffsetY( get; )
int ConvertOffsetZ( get; )
ArrayList CoOwners( get; set; )
bool Decays( get; )
int DefaultPrice( get; )
ArrayList Doors( get; set; )
ArrayList Friends( get; set; )
bool IsAosRules( get; )
DateTime LastTraded( get; set; )
int LockDownCount( get; )
ArrayList LockDowns( get; )
int MaxLockDowns( get; set; )
int MaxSecures( get; set; )
Mobile Owner( get; set; )
int Price( get; set; )
bool Public( get; set; )
Region Region( get; )
int SecureCount( get; )
ArrayList Secures( get; )
HouseSign Sign( get; set; )
int Visits( get; set; )
void AddCoOwner( Mobile from, Mobile targ )
void AddDoor( BaseDoor door, int xoff, int yoff, int zoff )
BaseDoor AddEastDoor( int x, int y, int z )
BaseDoor AddEastDoor( bool wood, int x, int y, int z )
BaseDoor AddEastDoor( int x, int y, int z, uint k )
BaseDoor AddEastDoor( bool wood, int x, int y, int z, uint k )
void AddFriend( Mobile from, Mobile targ )
void AddSecure( Mobile m, Item item )
BaseDoor AddSouthDoor( int x, int y, int z )
BaseDoor AddSouthDoor( bool wood, int x, int y, int z )
BaseDoor AddSouthDoor( int x, int y, int z, uint k )
BaseDoor AddSouthDoor( bool wood, int x, int y, int z, uint k )
BaseDoor[] AddSouthDoors( int x, int y, int z )
BaseDoor[] AddSouthDoors( int x, int y, int z, uint k )
BaseDoor[] AddSouthDoors( bool wood, int x, int y, int z, uint k )
BaseDoor[] AddSouthDoors( bool wood, int x, int y, int z, bool inv )
void AddStrongBox( Mobile from )
void AddTrashBarrel( Mobile from )
void Ban( Mobile from, Mobile targ )
void BeginConfirmTransfer( Mobile from, Mobile to )
virtual bool CanPlaceNewBarkeep()
virtual bool CanPlaceNewVendor()
void ChangeLocks( Mobile m )
virtual void ChangeSignType( int itemID )
bool CheckAccessibility( Item item, Mobile from )
bool CheckAccount( Mobile mobCheck, Mobile accCheck )
virtual bool CheckAosLockdowns( int need )
virtual bool CheckAosStorage( int need )
SecureAccessResult CheckSecureAccess( Mobile m, Item item )
bool CheckTransferPosition( Mobile from, Mobile to )
uint CreateKeys( Mobile m )
virtual void Deserialize( GenericReader reader )
void EndConfirmTransfer( Mobile from, Mobile to )
virtual Guildstone FindGuildstone()
PlayerVendor FindPlayerVendor()
void FixLockdowns_Sandbox()
virtual int GetAosCurLockdowns()
virtual int GetAosCurSecures( out int fromSecures, out int fromVendors, out int fromLockdowns )
virtual HousePlacementEntry GetAosEntry()
virtual int GetAosMaxLockdowns()
virtual int GetAosMaxSecures()
virtual HouseDeed GetDeed()
void GrantAccess( Mobile from, Mobile targ )
bool HasAccess( Mobile m )
bool HasSecureAccess( Mobile m, SecureLevel level )
bool IsBanned( Mobile m )
bool IsCoOwner( Mobile m )
bool IsFriend( Mobile m )
bool IsInside( Item item )
bool IsInside( Mobile m )
virtual bool IsInside( Point3D p, int height )
bool IsLockedDown( Item check )
bool IsOwner( Mobile m )
bool IsSecure( Item item )
void Kick( Mobile from, Mobile targ )
bool LockDown( Mobile m, Item item )
bool LockDown( Mobile m, Item item, bool checkIsInside )
BaseDoor MakeDoor( bool wood, DoorFacing facing )
virtual void OnAfterDelete()
virtual void OnDelete()
virtual void OnLocationChange( Point3D oldLocation )
virtual void OnMapChange()
void Release( Mobile m, Item item )
void ReleaseSecure( Mobile m, Item item )
void RemoveAccess( Mobile from, Mobile targ )
void RemoveBan( Mobile from, Mobile targ )
void RemoveCoOwner( Mobile from, Mobile targ )
void RemoveFriend( Mobile from, Mobile targ )
void RemoveKeys( Mobile m )
void RemoveLocks()
virtual void Serialize( GenericWriter writer )
void SetLockdown( Item i, bool locked )
void SetLockdown( Item i, bool locked, bool checkContains )
void SetSign( int xoff, int yoff, int zoff )
virtual void UpdateRegionArea()