pc_toChange->socket()->clilocMessage( message );
pp->socket()->clilocMessage( message );
void Karma( P_CHAR pc_toChange, P_CHAR pc_Killed, int nKarma ){	// nEffect = 1 positive karma effect	int nCurKarma = 0, nChange = 0, nEffect = 0;	nCurKarma = pc_toChange->karma();	if((nCurKarma>10000)||(nCurKarma<-10000))		if(nCurKarma>10000)			pc_toChange->setKarma(10000);		else			pc_toChange->setKarma(-10000);	if( nCurKarma < nKarma && nKarma > 0 )	{		nChange=((nKarma-nCurKarma)/75);		pc_toChange->setKarma(nCurKarma+nChange);		nEffect=1;	}	//AntiChrist - modified to avoid crashes	//the nKilledID==-1 check and the chars[nKilledID] check were in the same line	//That may cause some crash with some compilator caus there's no a defined	//order in executing these if checks	if( ( nCurKarma > nKarma ) && ( !pc_Killed ) )	{		nChange = ( ( nCurKarma - nKarma ) / 50 );		pc_toChange->setKarma( nCurKarma - nChange );		nEffect = 0;	}	else if( ( nCurKarma > nKarma ) && ( pc_Killed->karma() > 0 ) )	{		nChange=((nCurKarma-nKarma)/50);		pc_toChange->setKarma(nCurKarma-nChange);		nEffect=0;	}	// For NPCs we dont need to send a message	// If nothing changed we dont need to do that either	if( !nChange || !pc_toChange->socket() )		return;	UINT32 message;	if( nChange <= 25 )	{		if( nEffect )			message = 0xF8CB3; // You have gained a little karma.		else			message = 0xF8CB7; // You have lost a little karma.	}	else if( nChange <= 75 )	{		if( nEffect )			message = 0xF8CB4; // You have gained some karma.		else			message = 0xF8CB8; // You have lost some karma.	}	else if( nChange <= 100 )	{		if( nEffect )			message = 0xF8CB5; // You have gained a good amount of karma.		else			message = 0xF8CB9; // You have lost a good amount of karma.	}	else if( nChange > 100 )	{		if( nEffect )			message = 0xF8CB6; // You have gained a lot of karma.		else			message = 0xF8CBA; // You have lost a lot of karma.	}	pc_toChange->socket()->clilocMessage( message );}