else if (pc->ownserial>-1 && pc->tamed)
else if (pc->ownserial>-1 && !pc->isHuman() && pc->tamed)
void setcharflag(P_CHAR pc)// repsys ...Ripper{	//First, let's see their karma.	if (pc->karma <= -200)	{		pc->setMurderer();	}		if (pc->isPlayer())	{		if (pc->isGMorCounselor())		{			pc->setInnocent();			return;		}		else if (pc->kills >= (unsigned) SrvParams->maxkills())		{			pc->setMurderer();			return;		}			else if (pc->crimflag==-1 || pc->crimflag == 0)		{			pc->setInnocent();			return;		}		else if (pc->crimflag>0)		{			pc->setCriminal();			return;		}				else		{			pc->setCriminal();		}	}	if (pc->isNpc() && ((pc->npcaitype == 2) || // bad npc		(pc->npcaitype == 3) ||  // bad healer		(pc->npcaitype == 50)))   // EV & BS	{		if (SrvParams->badNpcsRed()== 0)		{			pc->setCriminal();		}		else		{			pc->setMurderer();		}	}	else	{		switch (pc->npcaitype)		{			case 2: // bad npcs			case 3: // bad healers			case 50: // EV & BS				pc->setMurderer();				break;			case 1: // good healers			case 4: // teleport guard			case 5: // beggars			case 6: // chaos guard			case 7: // order guard			case 8: // banker			case 9: // town guard			case 17: // player vendor				pc->setInnocent();				break;			default:				if (pc->isHuman())				{					pc->setInnocent();					return;				}				if (SrvParams->animals_guarded() == 1 && pc->npcaitype == 0 && !pc->tamed)				{					if (pc->inGuardedArea())	// in a guarded region, with guarded animals, animals == blue						pc->setInnocent();					else				// if the region's not guarded, they're gray						pc->setCriminal();				}				else if (pc->ownserial>-1 && pc->tamed)				{					P_CHAR pc_owner = FindCharBySerial(pc->ownserial);					if (pc_owner != NULL)					{						pc->flag = pc_owner->flag;					}				}				else					pc->setCriminal();				break;		}	}}