else if (pc->crimflag() == 0)
else if (pc->criminalTime() == 0)
void setcharflag( P_CHAR pc ){	//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() == 0)		{			pc->setInnocent();			return;		}		else if (pc->crimflag()>0)		{			pc->criminal();			return;		}				else		{			pc->criminal();		}	}	else if (pc->isNpc() && ((pc->npcaitype() == 2) || // bad npc		(pc->npcaitype() == 3) ||  // bad healer		(pc->npcaitype() == 50)))   // EV & BS	{		if (SrvParams->badNpcsRed()== 0)		{			pc->criminal();		}		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 11: // good npcs			case 17: // player vendor			case 18: // escort npcs			case 19: // real estate brokers				pc->setInnocent();				break;			default:				if (pc->isHuman())				{					pc->setInnocent();					return;				}				if (SrvParams->animals_guarded() == 1 && pc->npcaitype() == 0 && !pc->isHuman() && !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->criminal();				}				else if( pc->owner() && !pc->isHuman() )				{						pc->setFlag( pc->owner()->flag() );				}				else					pc->criminal();				break;		}	}}