public override bool CheckLift(Mobile from, Item item, ref LRReason reject) { // Thwart lift macros if (LiftMemory.Recall(from)) { // throttle from.SendMessage("You thrust your hand into the chest but come up empty handed."); reject = LRReason.Inspecific; return(false); } else { LiftMemory.Remember(from, 1.8); } // get the normal "it is locked" message bool bResult = base.CheckLift(from, item, ref reject); // if a Player had the chest open when we auto-load it, prevent them from taking stuff untill it is opened leagally. if (bResult == true && item != this) { if (from != null && from.AccessLevel == AccessLevel.Player) { if (this.Locked == true || this.TrapPower > 0) { from.SendMessage("The chest is locked, so you cannot access that."); bResult = false; } } } return(bResult); }
public override bool CheckLift(Mobile from, Item item, ref LRReason reject) { // Thwart lift macros if (LiftMemory.Recall(from)) { // throttle from.SendMessage("You thrust your hand into the chest but come up empty handed."); reject = LRReason.Inspecific; return(false); } else { LiftMemory.Remember(from, 1.8); } return(CheckLoot(from, true) && base.CheckLift(from, item, ref reject)); }