public virtual void DoTeleport(Mobile m)
        {
            if (m_SourceEffect)
            {
                Effects.SendLocationEffect(m.Location, m.Map, 0x3728, 10, 10);
            }

            Server.Point3D location = new Point3D(818, 1087, 0);
            m.MoveToWorld(location, Map.Felucca);

            if (m_DestEffect)
            {
                Effects.SendLocationEffect(m.Location, m.Map, 0x3728, 10, 10);
            }

            if (m_SoundID > 0)
            {
                Effects.PlaySound(m.Location, m.Map, m_SoundID);
            }

            if (m.Player && m.AccessLevel == AccessLevel.Player)
            {
                AITeleportHelper.EmptyPackOnExit(m, true);
                ((PlayerMobile)m).Inmate = false;
                ((PlayerMobile)m).ResetKillTime();
            }
        }
        public virtual void DoTeleport(Mobile m)
        {
            if (m_SourceEffect)
            {
                Effects.SendLocationEffect(m.Location, m.Map, 0x3728, 10, 10);
            }

            Server.Point3D location = new Point3D(5671, 2391, 50);
            m.MoveToWorld(location, Map.Felucca);

            if (m_DestEffect)
            {
                Effects.SendLocationEffect(m.Location, m.Map, 0x3728, 10, 10);
            }

            if (m_SoundID > 0)
            {
                Effects.PlaySound(m.Location, m.Map, m_SoundID);
            }

            if (m.Player && m.AccessLevel == AccessLevel.Player)
            {
                AITeleportHelper.EmptyPackOnExit(m, false);

                ((PlayerMobile)m).Inmate = false;

                // Adam: The following code prohibits the STC from dropping below 5
                //	as per design.
                int oldSTC = ((PlayerMobile)m).ShortTermMurders;
                int newSTC = ((PlayerMobile)m).ShortTermMurders;

                if (((PlayerMobile)m).ShortTermMurders >= 10)
                {
                    newSTC = ((PlayerMobile)m).ShortTermMurders / 2;
                }
                else if (((PlayerMobile)m).ShortTermMurders > 5)
                {
                    newSTC = 5;
                }

                ((PlayerMobile)m).ShortTermMurders = newSTC;

                if (oldSTC - newSTC > 0)
                {
                    ((PlayerMobile)m).SendMessage("Your short term murders have been reduced to {0}", ((PlayerMobile)m).ShortTermMurders);
                }

                ((PlayerMobile)m).ResetKillTime();
            }
        }