Hello, i'm having some troubles with player's dead bodies. It seems that even if they have armor geared up the corpse will be naked when they die. I was trying to install a Sleepable Bed System found out on resources when i've found this weird thing on sleeping body too. Someone can plz help me to figure out what is going on? I'm running on 6.0.1.10 Client.

Corpse.cs
Code:
using System;
using System.Collections;
using System.Collections.Generic;
using Server;
using Server.ContextMenus;
using Server.Engines.PartySystem;
using Server.Engines.Quests;
using Server.Engines.Quests.Doom;
using Server.Engines.Quests.Haven;
using Server.Guilds;
using Server.Misc;
using Server.Mobiles;
using Server.Network;

namespace Server.Items
{
    public interface IDevourer
    {
        bool Devour( Corpse corpse );
    }

    [Flags]
    public enum CorpseFlag
    {
        None                    = 0x00000000,

        /// <summary>
        /// Has this corpse been carved?
        /// </summary>
        Carved                    = 0x00000001,

        /// <summary>
        /// If true, this corpse will not turn into bones
        /// </summary>
        NoBones                    = 0x00000002,

        /// <summary>
        /// If true, the corpse has turned into bones
        /// </summary>
        IsBones                    = 0x00000004,

        /// <summary>
        /// Has this corpse yet been visited by a taxidermist?
        /// </summary>
        VisitedByTaxidermist    = 0x00000008,

        /// <summary>
        /// Has this corpse yet been used to channel spiritual energy? (AOS Spirit Speak)
        /// </summary>
        Channeled                = 0x00000010,

        /// <summary>
        /// Was the owner criminal when he died?
        /// </summary>
        Criminal                = 0x00000020,

        /// <summary>
        /// Has this corpse been animated?
        /// </summary>
        Animated                = 0x00000040,

        /// <summary>
        /// Has this corpse been self looted?
        /// </summary>
        SelfLooted                = 0x00000080,
    }

    public class Corpse : Container, ICarvable
    {
        private Mobile                m_Owner;                // Whos corpse is this?
        private Mobile                m_Killer;                // Who killed the owner?
        private CorpseFlag            m_Flags;                // @see CorpseFlag

        private List<Mobile>        m_Looters;                // Who's looted this corpse?
        private List<Item>            m_EquipItems;            // List of dropped equipment when the owner died. Ingame, these items display /on/ the corpse, not just inside
        private List<Item>            m_RestoreEquip;            // List of items equipped when the owner died. Includes insured and blessed items.
        private List<Mobile>        m_Aggressors;            // Anyone from this list will be able to loot this corpse; we attacked them, or they attacked us when we were freely attackable

        private string                m_CorpseName;            // Value of the CorpseNameAttribute attached to the owner when he died -or- null if the owner had no CorpseNameAttribute; use "the remains of ~name~"
        private IDevourer            m_Devourer;                // The creature that devoured this corpse

        // For notoriety:
        private AccessLevel            m_AccessLevel;            // Which AccessLevel the owner had when he died
        private Guild                m_Guild;                // Which Guild the owner was in when he died
        private int                    m_Kills;                // How many kills the owner had when he died

        private DateTime            m_TimeOfDeath;            // What time was this corpse created?

        private HairInfo            m_Hair;                    // This contains the hair of the owner
        private FacialHairInfo        m_FacialHair;            // This contains the facial hair of the owner

        // For Forensics Evaluation
        public string                m_Forensicist;            // Name of the first PlayerMobile who used Forensic Evaluation on the corpse

        public static readonly TimeSpan MonsterLootRightSacrifice = TimeSpan.FromMinutes( 2.0 );

        public static readonly TimeSpan InstancedCorpseTime = TimeSpan.FromMinutes( 3.0 );

        [CommandProperty( AccessLevel.GameMaster )]
        public virtual bool InstancedCorpse
        {
            get
            {
                if ( !Core.SE )
                    return false;

                return ( DateTime.Now < (m_TimeOfDeath + InstancedCorpseTime) );
            }
        }

        private Dictionary<Item, InstancedItemInfo> m_InstancedItems;

        private class InstancedItemInfo
        {
            private Mobile m_Mobile;
            private Item m_Item;

            private bool m_Perpetual;   //Needed for Rummaged stuff.  CONTRARY to the Patchlog, cause a later FoF contradicts it.  Verify on OSI.
            public bool Perpetual { get { return m_Perpetual; } set { m_Perpetual = value; } }

            public InstancedItemInfo( Item i, Mobile m )
            {
                m_Item = i;
                m_Mobile = m;
            }

            public bool IsOwner( Mobile m )
            {
                if ( m_Item.LootType == LootType.Cursed )   //Cursed Items are part of everyone's instanced corpse... (?)
                    return true;

                if ( m == null )
                    return false;   //sanity

                if ( m_Mobile == m )
                    return true;

                Party myParty = Party.Get( m_Mobile );

                return (myParty != null && myParty == Party.Get( m ));
            }
        }

        public override bool IsChildVisibleTo( Mobile m, Item child )
        {
            if ( !m.Player || m.AccessLevel > AccessLevel.Player )   //Staff and creatures not subject to instancing.
                return true;

            if ( m_InstancedItems != null )
            {
                InstancedItemInfo info;

                if ( m_InstancedItems.TryGetValue( child, out info ) && (InstancedCorpse || info.Perpetual) )
                {
                    return info.IsOwner( m );   //IsOwner checks Party stuff.
                }
            }

            return true;
        }

        private void AssignInstancedLoot()
        {
            if ( m_Aggressors.Count == 0 || this.Items.Count == 0 )
                return;

            if ( m_InstancedItems == null )
                m_InstancedItems = new Dictionary<Item, InstancedItemInfo>();

            List<Item> m_Stackables = new List<Item>();
            List<Item> m_Unstackables = new List<Item>();

            for ( int i = 0; i < this.Items.Count; i++ )
            {
                Item item = this.Items[i];

                if ( item.LootType != LootType.Cursed ) //Don't have curesd items take up someone's item spot.. (?)
                {
                    if ( item.Stackable )
                        m_Stackables.Add( item );
                    else
                        m_Unstackables.Add( item );
                }
            }

            List<Mobile> attackers = new List<Mobile>( m_Aggressors );

            for ( int i = 1; i < attackers.Count -1; i++ )  //randomize
            {
                int rand = Utility.Random( i + 1 );

                Mobile temp = attackers[rand];
                attackers[rand] = attackers[i];
                attackers[i] = temp;
            }

            //stackables first, for the remaining stackables, have those be randomly added after

            for ( int i = 0; i < m_Stackables.Count; i++ )
            {
                Item item = m_Stackables[i];

                if ( item.Amount >= attackers.Count )
                {
                    int amountPerAttacker = (item.Amount / attackers.Count);
                    int remainder = (item.Amount % attackers.Count);

                    for ( int j = 0; j < ((remainder == 0) ? attackers.Count -1 : attackers.Count); j++ )
                    {
                        Item splitItem = Mobile.LiftItemDupe( item, item.Amount - amountPerAttacker );  //LiftItemDupe automagically adds it as a child item to the corpse

                        m_InstancedItems.Add( splitItem, new InstancedItemInfo( splitItem, attackers[j] ) );

                        //What happens to the remaining portion?  TEMP FOR NOW UNTIL OSI VERIFICATION:  Treat as Single Item.
                    }

                    if ( remainder == 0 )
                    {
                        m_InstancedItems.Add( item, new InstancedItemInfo( item, attackers[attackers.Count - 1] ) );
                        //Add in the original item (which has an equal amount as the others) to the instance for the last attacker, cause it wasn't added above.
                    }
                    else
                    {
                        m_Unstackables.Add( item );
                    }
                }
                else
                {
                    //What happens in this case?  TEMP FOR NOW UNTIL OSI VERIFICATION:  Treat as Single Item.
                    m_Unstackables.Add( item );
                }
            }

            for ( int i = 0; i < m_Unstackables.Count; i++ )
            {
                Mobile m = attackers[i % attackers.Count];
                Item item = m_Unstackables[i];

                m_InstancedItems.Add( item, new InstancedItemInfo( item, m ) );
            }
        }

        public void AddCarvedItem( Item carved, Mobile carver )
        {
            this.DropItem( carved );

            if ( this.InstancedCorpse )
            {
                if ( m_InstancedItems == null )
                    m_InstancedItems = new Dictionary<Item, InstancedItemInfo>();

                m_InstancedItems.Add( carved, new InstancedItemInfo( carved, carver ) );
            }
        }

        public override bool IsDecoContainer
        {
            get{ return false; }
        }

        [CommandProperty( AccessLevel.GameMaster )]
        public DateTime TimeOfDeath
        {
            get{ return m_TimeOfDeath; }
            set{ m_TimeOfDeath = value; }
        }

        public override bool DisplayWeight { get { return false; } }

        public HairInfo Hair { get { return m_Hair; } }
        public FacialHairInfo FacialHair { get { return m_FacialHair; } }

        [CommandProperty( AccessLevel.GameMaster )]
        public bool IsBones
        {
            get { return GetFlag( CorpseFlag.IsBones ); }
        }

        [CommandProperty( AccessLevel.GameMaster )]
        public bool Devoured
        {
            get { return (m_Devourer != null); }
        }

        [CommandProperty( AccessLevel.GameMaster )]
        public bool Carved
        {
            get{ return GetFlag( CorpseFlag.Carved ); }
            set { SetFlag( CorpseFlag.Carved, value ); }
        }

        [CommandProperty( AccessLevel.GameMaster )]
        public bool VisitedByTaxidermist
        {
            get { return GetFlag( CorpseFlag.VisitedByTaxidermist ); }
            set { SetFlag( CorpseFlag.VisitedByTaxidermist, value ); }
        }

        [CommandProperty( AccessLevel.GameMaster )]
        public bool Channeled
        {
            get { return GetFlag( CorpseFlag.Channeled ); }
            set { SetFlag( CorpseFlag.Channeled, value ); }
        }

        [CommandProperty( AccessLevel.GameMaster )]
        public bool Animated
        {
            get { return GetFlag( CorpseFlag.Animated ); }
            set { SetFlag( CorpseFlag.Animated, value ); }
        }

        [CommandProperty( AccessLevel.GameMaster )]
        public bool SelfLooted
        {
            get { return GetFlag( CorpseFlag.SelfLooted ); }
            set { SetFlag( CorpseFlag.SelfLooted, value ); }
        }

        [CommandProperty( AccessLevel.GameMaster )]
        public AccessLevel AccessLevel
        {
            get{ return m_AccessLevel; }
        }

        public List<Mobile> Aggressors
        {
            get{ return m_Aggressors; }
        }

        public List<Mobile> Looters
        {
            get{ return m_Looters; }
        }

        [CommandProperty( AccessLevel.GameMaster )]
        public Mobile Killer
        {
            get{ return m_Killer; }
        }

        public List<Item> EquipItems
        {
            get{ return m_EquipItems; }
        }

        public List<Item> RestoreEquip
        {
            get { return m_RestoreEquip; }
            set { m_RestoreEquip = value; }
        }

        public Guild Guild
        {
            get{ return m_Guild; }
        }

        [CommandProperty( AccessLevel.GameMaster )]
        public int Kills
        {
            get{ return m_Kills; }
            set{ m_Kills = value; }
        }

        [CommandProperty( AccessLevel.GameMaster )]
        public bool Criminal
        {
            get { return GetFlag( CorpseFlag.Criminal ); }
            set { SetFlag( CorpseFlag.Criminal, value ); }
        }

        [CommandProperty( AccessLevel.GameMaster )]
        public Mobile Owner
        {
            get{ return m_Owner; }
        }

        public void TurnToBones()
        {
            if ( Deleted )
                return;

            ProcessDelta();
            SendRemovePacket();
            ItemID = Utility.Random( 0xECA, 9 ); // bone graphic
            Hue = 0;
            ProcessDelta();

            SetFlag( CorpseFlag.NoBones, true );
            SetFlag( CorpseFlag.IsBones, true );

            BeginDecay( m_BoneDecayTime );
        }

        private static TimeSpan m_DefaultDecayTime = TimeSpan.FromMinutes( 120.0 ); //non ci saranno Healer nel mondo, semplicemente il corpo rimane li fino a che qualcuno non lo aiuta a riprendere i sensi
        private static TimeSpan m_BoneDecayTime = TimeSpan.FromMinutes( 7.0 );

        private Timer m_DecayTimer;
        private DateTime m_DecayTime;

        public void BeginDecay( TimeSpan delay )
        {
            if ( m_DecayTimer != null )
                m_DecayTimer.Stop();

            m_DecayTime = DateTime.Now + delay;

            m_DecayTimer = new InternalTimer( this, delay );
            m_DecayTimer.Start();
        }

        public override void OnAfterDelete()
        {
            if ( m_DecayTimer != null )
                m_DecayTimer.Stop();

            m_DecayTimer = null;
        }

        private class InternalTimer : Timer
        {
            private Corpse m_Corpse;

            public InternalTimer( Corpse c, TimeSpan delay ) : base( delay )
            {
                m_Corpse = c;
                Priority = TimerPriority.FiveSeconds;
            }

            protected override void OnTick()
            {
                if ( !m_Corpse.GetFlag( CorpseFlag.NoBones ) )
                    m_Corpse.TurnToBones();
                else
                    m_Corpse.Delete();
            }
        }

        public static string GetCorpseName( Mobile m )
        {
            if ( m is BaseCreature )
            {
                BaseCreature bc = (BaseCreature)m;

                if ( bc.CorpseNameOverride != null )
                    return bc.CorpseNameOverride;
            }

            Type t = m.GetType();

            object[] attrs = t.GetCustomAttributes( typeof( CorpseNameAttribute ), true );

            if ( attrs != null && attrs.Length > 0 )
            {
                CorpseNameAttribute attr = attrs[0] as CorpseNameAttribute;

                if ( attr != null )
                    return attr.Name;
            }

            return null;
        }

        public static void Initialize()
        {
            Mobile.CreateCorpseHandler += new CreateCorpseHandler( Mobile_CreateCorpseHandler );
        }

        public static Container Mobile_CreateCorpseHandler( Mobile owner, HairInfo hair, FacialHairInfo facialhair, List<Item> initialContent, List<Item> equipItems )
        {
            bool shouldFillCorpse = true;

            //if ( owner is BaseCreature )
            //    shouldFillCorpse = !((BaseCreature)owner).IsBonded;

            Corpse c;
            if( owner is MilitiaFighter )
                c = new MilitiaFighterCorpse( owner, hair, facialhair, shouldFillCorpse ? equipItems : new List<Item>() );
            else
                c = new Corpse( owner, hair, facialhair, shouldFillCorpse ? equipItems : new List<Item>() );

            owner.Corpse = c;

            if ( shouldFillCorpse )
            {
                for ( int i = 0; i < initialContent.Count; ++i )
                {
                    Item item = initialContent[i];

                    if ( Core.AOS && owner.Player && item.Parent == owner.Backpack )
                        c.AddItem( item );
                    else
                        c.DropItem( item );

                    if ( owner.Player && Core.AOS )
                        c.SetRestoreInfo( item, item.Location );
                }

                if ( !owner.Player )
                {
                    c.AssignInstancedLoot();
                }
                else if ( Core.AOS )
                {
                    PlayerMobile pm = owner as PlayerMobile;

                    if ( pm != null )
                        c.RestoreEquip = pm.EquipSnapshot;
                }
            }
            else
            {
                c.Carved = true; // TODO: Is it needed?
            }

            Point3D loc = owner.Location;
            Map map = owner.Map;

            if ( map == null || map == Map.Internal )
            {
                loc = owner.LogoutLocation;
                map = owner.LogoutMap;
            }

            c.MoveToWorld( loc, map );

            return c;
        }

        public override bool IsPublicContainer{ get{ return true; } }

        public Corpse( Mobile owner, List<Item> equipItems ) : this( owner, null, null, equipItems )
        {
        }

        public Corpse( Mobile owner, HairInfo hair, FacialHairInfo facialhair, List<Item> equipItems )
            : base( 0x2006 )
        {
            // To supress console warnings, stackable must be true
            Stackable = true;
            Amount = owner.Body; // protocol defines that for itemid 0x2006, amount=body
            Stackable = false;

            Movable = false;
            Hue = owner.Hue;
            Direction = owner.Direction;
            Name = owner.Name;

            m_Owner = owner;

            m_CorpseName = GetCorpseName( owner );

            m_TimeOfDeath = DateTime.Now;

            m_AccessLevel = owner.AccessLevel;
            m_Guild = owner.Guild as Guild;
            m_Kills = owner.Kills;
            SetFlag( CorpseFlag.Criminal, owner.Criminal );

            m_Hair = hair;
            m_FacialHair = facialhair;

            // This corpse does not turn to bones if: the owner is not a player
            SetFlag( CorpseFlag.NoBones, !owner.Player );

            m_Looters = new List<Mobile>();
            m_EquipItems = equipItems;

            m_Aggressors = new List<Mobile>( owner.Aggressors.Count + owner.Aggressed.Count );
            //bool addToAggressors = !( owner is BaseCreature );

            bool isBaseCreature = (owner is BaseCreature);

            TimeSpan lastTime = TimeSpan.MaxValue;

            for ( int i = 0; i < owner.Aggressors.Count; ++i )
            {
                AggressorInfo info = owner.Aggressors[i];

                if ( (DateTime.Now - info.LastCombatTime) < lastTime )
                {
                    m_Killer = info.Attacker;
                    lastTime = (DateTime.Now - info.LastCombatTime);
                }

                if ( !isBaseCreature && !info.CriminalAggression )
                    m_Aggressors.Add( info.Attacker );
            }

            for ( int i = 0; i < owner.Aggressed.Count; ++i )
            {
                AggressorInfo info = owner.Aggressed[i];

                if ( (DateTime.Now - info.LastCombatTime) < lastTime )
                {
                    m_Killer = info.Defender;
                    lastTime = (DateTime.Now - info.LastCombatTime);
                }

                if ( !isBaseCreature )
                    m_Aggressors.Add( info.Defender );
            }

            if ( isBaseCreature )
            {
                BaseCreature bc = (BaseCreature)owner;

                Mobile master = bc.GetMaster();
                if( master != null )
                    m_Aggressors.Add( master );

                List<DamageStore> rights = BaseCreature.GetLootingRights( bc.DamageEntries, bc.HitsMax );
                for ( int i = 0; i < rights.Count; ++i )
                {
                    DamageStore ds = rights[i];

                    if ( ds.m_HasRight )
                        m_Aggressors.Add( ds.m_Mobile );
                }
            }

            BeginDecay( m_DefaultDecayTime );

            DevourCorpse();
        }

        public Corpse( Serial serial ) : base( serial )
        {
        }

        protected bool GetFlag( CorpseFlag flag )
        {
            return ((m_Flags & flag) != 0);
        }

        protected void SetFlag( CorpseFlag flag, bool on )
        {
            m_Flags = (on ? m_Flags | flag : m_Flags & ~flag);
        }

        public override void Serialize( GenericWriter writer )
        {
            base.Serialize( writer );

            writer.Write( (int) 12 ); // version

            if ( m_RestoreEquip == null )
            {
                writer.Write( false );
            }
            else
            {
                writer.Write( true );
                writer.Write( m_RestoreEquip );
            }

            writer.Write( (int)m_Flags );

            writer.WriteDeltaTime( m_TimeOfDeath );

            List<KeyValuePair<Item, Point3D>> list = ( m_RestoreTable == null ? null : new List<KeyValuePair<Item, Point3D>>( m_RestoreTable ) );
            int count = ( list == null ? 0 : list.Count );

            writer.Write( count );

            for ( int i = 0; i < count; ++i )
            {
                KeyValuePair<Item, Point3D> kvp = list[i];
                Item item = kvp.Key;
                Point3D loc = kvp.Value;

                writer.Write( item );

                if ( item.Location == loc )
                {
                    writer.Write( false );
                }
                else
                {
                    writer.Write( true );
                    writer.Write( loc );
                }
            }

            writer.Write( m_DecayTimer != null );

            if ( m_DecayTimer != null )
                writer.WriteDeltaTime( m_DecayTime );

            writer.Write( m_Looters );
            writer.Write( m_Killer );

            writer.Write( m_Aggressors );

            writer.Write( m_Owner );

            writer.Write( (string) m_CorpseName );

            writer.Write( (int) m_AccessLevel );
            writer.Write( (Guild) m_Guild );
            writer.Write( (int) m_Kills );

            writer.Write( m_EquipItems );
        }

        public override void Deserialize( GenericReader reader )
        {
            base.Deserialize( reader );

            int version = reader.ReadInt();

            switch ( version )
            {
                case 12:
                {
                    if ( reader.ReadBool() )
                        m_RestoreEquip = reader.ReadStrongItemList();

                    goto case 11;
                }
                case 11:
                {
                    // Version 11, we move all bools to a CorpseFlag
                    m_Flags = (CorpseFlag)reader.ReadInt();

                    m_TimeOfDeath = reader.ReadDeltaTime();

                    int count = reader.ReadInt();

                    for( int i = 0; i < count; ++i )
                    {
                        Item item = reader.ReadItem();

                        if( reader.ReadBool() )
                            SetRestoreInfo( item, reader.ReadPoint3D() );
                        else if( item != null )
                            SetRestoreInfo( item, item.Location );
                    }

                    if( reader.ReadBool() )
                        BeginDecay( reader.ReadDeltaTime() - DateTime.Now );

                    m_Looters = reader.ReadStrongMobileList();
                    m_Killer = reader.ReadMobile();

                    m_Aggressors = reader.ReadStrongMobileList();
                    m_Owner = reader.ReadMobile();

                    m_CorpseName = reader.ReadString();

                    m_AccessLevel = (AccessLevel)reader.ReadInt();
                    reader.ReadInt(); // guild reserve
                    m_Kills = reader.ReadInt();

                    m_EquipItems = reader.ReadStrongItemList();
                    break;
                }
                case 10:
                {
                    m_TimeOfDeath = reader.ReadDeltaTime();

                    goto case 9;
                }
                case 9:
                {
                    int count = reader.ReadInt();

                    for ( int i = 0; i < count; ++i )
                    {
                        Item item = reader.ReadItem();

                        if ( reader.ReadBool() )
                            SetRestoreInfo( item, reader.ReadPoint3D() );
                        else if ( item != null )
                            SetRestoreInfo( item, item.Location );
                    }

                    goto case 8;
                }
                case 8:
                {
                    SetFlag( CorpseFlag.VisitedByTaxidermist, reader.ReadBool() );

                    goto case 7;
                }
                case 7:
                {
                    if ( reader.ReadBool() )
                        BeginDecay( reader.ReadDeltaTime() - DateTime.Now );

                    goto case 6;
                }
                case 6:
                {
                    m_Looters = reader.ReadStrongMobileList();
                    m_Killer = reader.ReadMobile();

                    goto case 5;
                }
                case 5:
                {
                    SetFlag( CorpseFlag.Carved, reader.ReadBool() );

                    goto case 4;
                }
                case 4:
                {
                    m_Aggressors = reader.ReadStrongMobileList();

                    goto case 3;
                }
                case 3:
                {
                    m_Owner = reader.ReadMobile();

                    goto case 2;
                }
                case 2:
                {
                    SetFlag( CorpseFlag.NoBones, reader.ReadBool() );

                    goto case 1;
                }
                case 1:
                {
                    m_CorpseName = reader.ReadString();

                    goto case 0;
                }
                case 0:
                {
                    if ( version < 10 )
                        m_TimeOfDeath = DateTime.Now;

                    if ( version < 7 )
                        BeginDecay( m_DefaultDecayTime );

                    if ( version < 6 )
                        m_Looters = new List<Mobile>();

                    if ( version < 4 )
                        m_Aggressors = new List<Mobile>();

                    m_AccessLevel = (AccessLevel)reader.ReadInt();
                    reader.ReadInt(); // guild reserve
                    m_Kills = reader.ReadInt();
                    SetFlag( CorpseFlag.Criminal, reader.ReadBool() );

                    m_EquipItems = reader.ReadStrongItemList();

                    break;
                }
            }
        }

        public bool DevourCorpse()
        {
            if( Devoured || Deleted || m_Killer == null || m_Killer.Deleted || !m_Killer.Alive || !(m_Killer is IDevourer) || m_Owner == null || m_Owner.Deleted )
                return false;

            m_Devourer = (IDevourer)m_Killer; // Set the devourer the killer
            return m_Devourer.Devour( this ); // Devour the corpse if it hasn't
        }

        public override void SendInfoTo( NetState state, bool sendOplPacket )
        {
            base.SendInfoTo( state, sendOplPacket );

            if ( ItemID == 0x2006 )
            {
                state.Send( new CorpseContent( state.Mobile, this ) );
                state.Send( new CorpseEquip( state.Mobile, this ) );
            }
        }

        public bool IsCriminalAction( Mobile from )
        {
            if ( from == m_Owner || from.AccessLevel >= AccessLevel.GameMaster )
                return false;

            Party p = Party.Get( m_Owner );

            if ( p != null && p.Contains( from ) )
            {
                PartyMemberInfo pmi = p[m_Owner];

                if ( pmi != null && pmi.CanLoot )
                    return false;
            }

            return ( NotorietyHandlers.CorpseNotoriety( from, this ) == Notoriety.Innocent );
        }

        public override bool CheckItemUse( Mobile from, Item item )
        {
            if ( !base.CheckItemUse( from, item ) )
                return false;

            if ( item != this )
                return CanLoot( from, item );

            return true;
        }

        public override bool CheckLift( Mobile from, Item item, ref LRReason reject )
        {
            if ( !base.CheckLift( from, item, ref reject ) )
                return false;

            return CanLoot( from,item );
        }

        public override void OnItemUsed( Mobile from, Item item )
        {
            base.OnItemUsed( from, item );

            if ( item is Food )
                from.RevealingAction();

            if ( item != this && IsCriminalAction( from ) )
                from.CriminalAction( true );

            if ( !m_Looters.Contains( from ) )
                m_Looters.Add( from );

            if ( m_InstancedItems != null && m_InstancedItems.ContainsKey( item ) )
                m_InstancedItems.Remove( item );
        }

        public override void OnItemLifted( Mobile from, Item item )
        {
            base.OnItemLifted( from, item );

            if ( item != this && from != m_Owner )
                from.RevealingAction();

            if ( item != this && IsCriminalAction( from ) )
                from.CriminalAction( true );

            if ( !m_Looters.Contains( from ) )
                m_Looters.Add( from );

            if ( m_InstancedItems != null && m_InstancedItems.ContainsKey( item ) )
                m_InstancedItems.Remove( item );
        }

        private class OpenCorpseEntry : ContextMenuEntry
        {
            public OpenCorpseEntry() : base( 6215, 2 )
            {
            }

            public override void OnClick()
            {
                Corpse corpse = Owner.Target as Corpse;

                if ( corpse != null && Owner.From.CheckAlive() )
                    corpse.Open( Owner.From, false );
            }
        }

        public override void GetContextMenuEntries( Mobile from, List<ContextMenuEntry> list )
        {
            base.GetContextMenuEntries( from, list );

            if ( Core.AOS && m_Owner == from && from.Alive )
                list.Add( new OpenCorpseEntry() );
        }

        private Dictionary<Item, Point3D> m_RestoreTable;

        public bool GetRestoreInfo( Item item, ref Point3D loc )
        {
            if ( m_RestoreTable == null || item == null )
                return false;

            return m_RestoreTable.TryGetValue( item, out loc );
        }

        public void SetRestoreInfo( Item item, Point3D loc )
        {
            if ( item == null )
                return;

            if ( m_RestoreTable == null )
                m_RestoreTable = new Dictionary<Item, Point3D>();

            m_RestoreTable[item] = loc;
        }

        public void ClearRestoreInfo( Item item )
        {
            if ( m_RestoreTable == null || item == null )
                return;

            m_RestoreTable.Remove( item );

            if ( m_RestoreTable.Count == 0 )
                m_RestoreTable = null;
        }

        public bool CanLoot( Mobile from, Item item )
        {
            if ( !IsCriminalAction( from ) )
                return true;

            Map map = this.Map;

            if ( map == null || (map.Rules & MapRules.HarmfulRestrictions) != 0 )
                return false;

            return true;
        }

        public bool CheckLoot( Mobile from, Item item )
        {
            if ( !CanLoot( from, item ) )
            {
                if ( m_Owner == null || !m_Owner.Player )
                    from.SendLocalizedMessage( 1005035 ); // You did not earn the right to loot this creature!
                else
                    from.SendLocalizedMessage( 1010049 ); // You may not loot this corpse.

                return false;
            }
            else if ( IsCriminalAction( from ) )
            {
                if ( m_Owner == null || !m_Owner.Player )
                    from.SendLocalizedMessage( 1005036 ); // Looting this monster corpse will be a criminal act!
                else
                    from.SendLocalizedMessage( 1005038 ); // Looting this corpse will be a criminal act!
            }

            return true;
        }

        public virtual void Open( Mobile from, bool checkSelfLoot )
        {
            if ( from.AccessLevel > AccessLevel.Player || from.InRange( this.GetWorldLocation(), 2 ) )
            {
                #region Self Looting
                if ( checkSelfLoot && from == m_Owner && !GetFlag( CorpseFlag.SelfLooted ) && this.Items.Count != 0 )
                {
                    DeathRobe robe = from.FindItemOnLayer( Layer.OuterTorso ) as DeathRobe;

                    if ( robe != null )
                    {
                        Map map = from.Map;

                        if ( map != null && map != Map.Internal )
                        {
                            robe.MoveToWorld( from.Location, map );
                            robe.BeginDecay();
                        }
                    }

                    Container pack = from.Backpack;

                    if ( m_RestoreEquip != null && pack != null )
                    {
                        List<Item> packItems = new List<Item>( pack.Items ); // Only items in the top-level pack are re-equipped

                        for ( int i = 0; i < packItems.Count; i++ )
                        {
                            Item packItem = packItems[i];

                            if ( m_RestoreEquip.Contains( packItem ) && packItem.Movable )
                                from.EquipItem( packItem );
                        }
                    }

                    List<Item> items = new List<Item>( this.Items );

                    bool didntFit = false;

                    for ( int i = 0; !didntFit && i < items.Count; ++i )
                    {
                        Item item = items[i];
                        Point3D loc = item.Location;

                        if ( ( item.Layer == Layer.Hair || item.Layer == Layer.FacialHair ) || !item.Movable || !GetRestoreInfo( item, ref loc ) )
                            continue;

                        if ( pack != null && pack.CheckHold( from, item, false, true ) )
                        {
                            item.Location = loc;
                            pack.AddItem( item );

                            if ( m_RestoreEquip != null && m_RestoreEquip.Contains( item ) )
                                from.EquipItem( item );
                        }
                        else
                        {
                            didntFit = true;
                        }
                    }

                    from.PlaySound( 0x3E3 );

                    if ( this.Items.Count != 0 )
                    {
                        from.SendLocalizedMessage( 1062472 ); // You gather some of your belongings. The rest remain on the corpse.
                    }
                    else
                    {
                        SetFlag( CorpseFlag.Carved, true );

                        if ( ItemID == 0x2006 )
                        {
                            ProcessDelta();
                            SendRemovePacket();
                            ItemID = Utility.Random( 0xECA, 9 ); // bone graphic
                            Hue = 0;
                            ProcessDelta();
                        }

                        from.SendLocalizedMessage( 1062471 ); // You quickly gather all of your belongings.
                    }

                    SetFlag( CorpseFlag.SelfLooted, true );
                }
                #endregion

                if ( !CheckLoot( from, null ) )
                    return;

                #region Quests
                PlayerMobile player = from as PlayerMobile;

                if ( player != null )
                {
                    QuestSystem qs = player.Quest;

                    if ( qs is UzeraanTurmoilQuest )
                    {
                        GetDaemonBoneObjective obj = qs.FindObjective( typeof( GetDaemonBoneObjective ) ) as GetDaemonBoneObjective;

                        if ( obj != null && obj.CorpseWithBone == this && ( !obj.Completed || UzeraanTurmoilQuest.HasLostDaemonBone( player ) ) )
                        {
                            Item bone = new QuestDaemonBone();

                            if ( player.PlaceInBackpack( bone ) )
                            {
                                obj.CorpseWithBone = null;
                                player.SendLocalizedMessage( 1049341, "", 0x22 ); // You rummage through the bones and find a Daemon Bone!  You quickly place the item in your pack.

                                if ( !obj.Completed )
                                    obj.Complete();
                            }
                            else
                            {
                                bone.Delete();
                                player.SendLocalizedMessage( 1049342, "", 0x22 ); // Rummaging through the bones you find a Daemon Bone, but can't pick it up because your pack is too full.  Come back when you have more room in your pack.
                            }

                            return;
                        }
                    }
                    else if ( qs is TheSummoningQuest )
                    {
                        VanquishDaemonObjective obj = qs.FindObjective( typeof( VanquishDaemonObjective ) ) as VanquishDaemonObjective;

                        if ( obj != null && obj.Completed && obj.CorpseWithSkull == this )
                        {
                            GoldenSkull sk = new GoldenSkull();

                            if ( player.PlaceInBackpack( sk ) )
                            {
                                obj.CorpseWithSkull = null;
                                player.SendLocalizedMessage( 1050022 ); // For your valor in combating the devourer, you have been awarded a golden skull.
                                qs.Complete();
                            }
                            else
                            {
                                sk.Delete();
                                player.SendLocalizedMessage( 1050023 ); // You find a golden skull, but your backpack is too full to carry it.
                            }
                        }
                    }
                }

                #endregion

                base.OnDoubleClick( from );
            }
            else
            {
                from.SendLocalizedMessage( 500446 ); // That is too far away.
                return;
            }
        }

        public override void OnDoubleClick( Mobile from )
        {
            Open( from, Core.AOS );
        }

        public override bool CheckContentDisplay( Mobile from )
        {
            return false;
        }

        public override bool DisplaysContent{ get{ return false; } }

        public override void AddNameProperty( ObjectPropertyList list )
        {
            if ( ItemID == 0x2006 ) // Corpse form
            {
                if ( m_CorpseName != null )
                    list.Add( m_CorpseName );
                else
                    list.Add( 1046414, this.Name ); // the remains of ~1_NAME~
            }
            else // Bone form
            {
                list.Add( 1046414, this.Name ); // the remains of ~1_NAME~
            }
        }

        public override void OnAosSingleClick( Mobile from )
        {
            int hue = Notoriety.GetHue( NotorietyHandlers.CorpseNotoriety( from, this ) );
            ObjectPropertyList opl = this.PropertyList;

            if ( opl.Header > 0 )
                from.Send( new MessageLocalized( Serial, ItemID, MessageType.Label, hue, 3, opl.Header, Name, opl.HeaderArgs ) );
        }

        public override void OnSingleClick( Mobile from )
        {
            int hue = Notoriety.GetHue( NotorietyHandlers.CorpseNotoriety( from, this ) );

            if ( ItemID == 0x2006 ) // Corpse form
            {
                if ( m_CorpseName != null )
                    from.Send( new AsciiMessage( Serial, ItemID, MessageType.Label, hue, 3, "", m_CorpseName ) );
                else
                    from.Send( new MessageLocalized( Serial, ItemID, MessageType.Label, hue, 3, 1046414, "", Name ) );
            }
            else // Bone form
            {
                from.Send( new MessageLocalized( Serial, ItemID, MessageType.Label, hue, 3, 1046414, "", Name ) );
            }
        }

        public void Carve( Mobile from, Item item )
        {
            if ( IsCriminalAction( from ) && this.Map != null && (this.Map.Rules & MapRules.HarmfulRestrictions) != 0 )
            {
                if ( m_Owner == null || !m_Owner.Player )
                    from.SendLocalizedMessage( 1005035 ); // You did not earn the right to loot this creature!
                else
                    from.SendLocalizedMessage( 1010049 ); // You may not loot this corpse.

                return;
            }

            Mobile dead = m_Owner;

            if ( GetFlag( CorpseFlag.Carved ) || dead == null )
            {
                from.SendLocalizedMessage( 500485 ); // You see nothing useful to carve from the corpse.
            }
            else if ( ((Body)Amount).IsHuman && ItemID == 0x2006 )
            {
                new Blood( 0x122D ).MoveToWorld( Location, Map );

                new Torso().MoveToWorld( Location, Map );
                new LeftLeg().MoveToWorld( Location, Map );
                new LeftArm().MoveToWorld( Location, Map );
                new RightLeg().MoveToWorld( Location, Map );
                new RightArm().MoveToWorld( Location, Map );
                new Head( dead.Name ).MoveToWorld( Location, Map );

                SetFlag( CorpseFlag.Carved, true );

                ProcessDelta();
                SendRemovePacket();
                ItemID = Utility.Random( 0xECA, 9 ); // bone graphic
                Hue = 0;
                ProcessDelta();

                if ( IsCriminalAction( from ) )
                    from.CriminalAction( true );
            }
            else if ( dead is BaseCreature )
            {
                ((BaseCreature)dead).OnCarve( from, this, item );
            }
            else
            {
                from.SendLocalizedMessage( 500485 ); // You see nothing useful to carve from the corpse.
            }
        }
    }
}

SleeperBedBody.cs
Code:
using System;
using System.IO;
using System.Collections;
using Server;
using Server.Engines.PartySystem;
using Server.Misc;
using Server.Guilds;
using Server.Mobiles;
using Server.Network;
using Server.ContextMenus;

namespace Server.Items
{
    public class SleeperBedBody : Container
    {
        private Mobile m_Owner;
        private string m_SleeperBedBodyName;   
        private bool m_Blessed;
        private Timer m_Timer;
   
        private Timer m_TimerSleep;
   
        private ArrayList m_EquipItems;       
        private bool m_spell;

        private bool m_Pl_wake;           

        private SleepableBedsAddon m_Bed;       

        [CommandProperty( AccessLevel.GameMaster )]
        public SleepableBedsAddon Bed{ get{ return m_Bed; } set{ m_Bed = value; InvalidateProperties(); } }


        [CommandProperty( AccessLevel.GameMaster )]
        public Mobile Owner           
        {
            get{ return m_Owner; }
            set{ m_Owner = value; InvalidateProperties(); }
        }

        public ArrayList EquipItems
        {
            get{ return m_EquipItems; }
        }

        [CommandProperty( AccessLevel.GameMaster )]
        public bool Invuln
        {
            get{ return m_Blessed; }
        }


        [Constructable]
        public SleeperBedBody( Mobile owner, bool blessed ) : this( owner, blessed, true )
        {
        }

        [Constructable]
        public SleeperBedBody( Mobile owner, bool blessed, bool isSpell ) : this( owner, isSpell, null ) {}   

        [Constructable]
        public SleeperBedBody( Mobile owner, bool isSpell, SleepableBedsAddon bed ) : this( owner, isSpell, bed, 0x2006 ) {}
        [Constructable]
        public SleeperBedBody( Mobile owner, bool isSpell, SleepableBedsAddon bed, int itemid ) : base( itemid )

        {
            Stackable = true; // To supress console warnings, stackable must be true
            Amount = owner.Body; // protocol defines that for itemid 0x2006, amount=body
            Stackable = false;
            m_Blessed = owner.Blessed;
            owner.Blessed = true;
            Movable = false;
           


            m_Owner = owner;

            //Name = m_Owner.Name;
            m_SleeperBedBodyName = "a sleeping " + Name;
            Hue = m_Owner.Hue;

            m_spell = isSpell;
            m_Bed = bed;


            m_EquipItems = new ArrayList();
            AddFromLayer( m_Owner, Layer.FirstValid, ref m_EquipItems );
            AddFromLayer( m_Owner, Layer.TwoHanded, ref m_EquipItems );
            AddFromLayer( m_Owner, Layer.Shoes, ref m_EquipItems );
            AddFromLayer( m_Owner, Layer.Pants, ref m_EquipItems );
            AddFromLayer( m_Owner, Layer.Shirt, ref m_EquipItems );
            AddFromLayer( m_Owner, Layer.Helm, ref m_EquipItems );
            AddFromLayer( m_Owner, Layer.Gloves, ref m_EquipItems );
            AddFromLayer( m_Owner, Layer.Ring, ref m_EquipItems );
            AddFromLayer( m_Owner, Layer.Neck, ref m_EquipItems );
            AddFromLayer( m_Owner, Layer.Hair, ref m_EquipItems );
            AddFromLayer( m_Owner, Layer.Waist, ref m_EquipItems );
            AddFromLayer( m_Owner, Layer.InnerTorso, ref m_EquipItems );
            AddFromLayer( m_Owner, Layer.Bracelet, ref m_EquipItems );
            AddFromLayer( m_Owner, Layer.FacialHair, ref m_EquipItems );
            AddFromLayer( m_Owner, Layer.MiddleTorso, ref m_EquipItems );
            AddFromLayer( m_Owner, Layer.Earrings, ref m_EquipItems );
            AddFromLayer( m_Owner, Layer.Arms, ref m_EquipItems );
            AddFromLayer( m_Owner, Layer.Cloak, ref m_EquipItems );
            AddFromLayer( m_Owner, Layer.OuterTorso, ref m_EquipItems );
            AddFromLayer( m_Owner, Layer.OuterLegs, ref m_EquipItems );
            AddFromLayer( m_Owner, Layer.LastUserValid, ref m_EquipItems );
           
            Z = this.Location.Z + 3;
       



            m_Timer = new InternalTimer( this );
            m_Timer.Start();

        }

        private void AddFromLayer( Mobile from, Layer layer, ref ArrayList list )
        {
            if( list == null )
                list = new ArrayList();

            Item worn = from.FindItemOnLayer( layer );
            if ( worn != null )
            {
                Item item = new Item();
                item.ItemID = worn.ItemID;
                item.Hue = worn.Hue;
                item.Layer = layer;
                item.Movable = true;
                //item.Blessed = false;
                DropItem( item );
                list.Add( item );
            }
        }


        public override void OnDoubleClick( Mobile from )
        {
            if ( from == m_Owner )
            //modifica
            Wake(true);
            //modifica
        }

        public override bool OnDragDrop( Mobile from, Item dropped )
        {
            from.SendLocalizedMessage( 1005468 ); // Me Sleepy.

            return false;
        }

        public override bool OnDragDropInto( Mobile from, Item item, Point3D p )
        {
            from.SendLocalizedMessage( 1005468 ); // Me Sleepy.

            return false;
        }
     
        public override bool CheckContentDisplay( Mobile from )
        {
            return false;
        }


        public override bool DisplaysContent{ get{ return false; } }


        public override void OnAfterDelete()
        {
            if ( m_Timer != null )
                m_Timer.Stop();

            m_Timer = null;

            if ( m_TimerSleep != null )
                m_TimerSleep.Stop();

            m_TimerSleep = null;

            if ( m_Bed != null )
                m_Bed.ClearBad();
            if( m_Owner != null )
            {
                //m_Owner.Z = this.Z;
                Wake();
                m_Owner.Blessed = this.m_Blessed;
               
            }

            for( int i = 0; i < m_EquipItems.Count; i++ )
            {
                object o = m_EquipItems[i];
                if( o != null && o is Item )
                {
                    Item item = (Item)o;
                    item.Delete();
                }
            }

            base.OnAfterDelete();
        }

        public SleeperBedBody( Serial serial ) : base( serial )
        {
        }       
        public override void AddNameProperty( ObjectPropertyList list )
        {
            if ( m_Owner != null )
                list.Add( "{0} {1}", Name, m_Owner.Name );
            else
                list.Add( 1049644, String.Format( "{0}", Name ) );
        }

        public override void OnSingleClick( Mobile from )
        {
            LabelTo( from, m_Owner != null ? String.Format( "{0} {1}", Name, m_Owner.Name ) : Name );
        }

        //modifica per far vedere equip
         public static string GetBodyName(Mobile m)
        {
            Type t = m.GetType();

            object[] attrs = t.GetCustomAttributes(typeof(SleeperBedBodyNameAttribute), true);

            if (attrs != null && attrs.Length > 0)
            {
                SleeperBedBodyNameAttribute attr = attrs[0] as SleeperBedBodyNameAttribute;

                if (attr != null)
                    return attr.Name;
            }

            return m.Name;
        }

        new public virtual void SendInfoTo(NetState state)
        {
            base.SendInfoTo(state);

            if (ItemID == 0x2006)
            {
                state.Send(new SleeperBedBodyContent(state.Mobile, this));
                state.Send(new SleeperBedBodyEquip(state.Mobile, this));
            }
        }
        //modifica per far vedere equip
        public void Wake( bool plwake )
        {
            m_Pl_wake = plwake;
            Delete();
        }
        public void Wake( )
        {
        try{
            if(m_Owner==null) return;

            m_Owner.CantWalk = false;
            //modifica per recall
            m_Owner.Frozen = false;
            //modifica recall  

            m_Owner.Squelched = false;
            if (m_Owner is PlayerMobile)
            {
                PlayerMobile pl = m_Owner as PlayerMobile;
                pl.Sleeping = false;
            }

            if( m_Pl_wake )
            {
                switch( Utility.RandomMinMax( 1, 3 ) )
                {
                    case 1:
                       
                        m_Owner.LocalOverheadMessage( MessageType.Regular, 0x33, false, "*Ti Svegli!!*");
                        break;
                    case 2:
                       
                        m_Owner.LocalOverheadMessage( MessageType.Regular, 0x33, false, "*Ti Svegli*" );
                        break;
                    case 3:
                       
                        m_Owner.LocalOverheadMessage( MessageType.Regular, 0x33, false, "* Yawn *" );
                        break;
                }
            }

        }   
        catch   
            {
                Console.WriteLine( "SleeperBedBody.Wake: Ben Svegliato!" );
            }
        }


        public override void Serialize( GenericWriter writer )
        {
            base.Serialize( writer );


            writer.Write( (int) 2 );

            writer.Write(m_Bed);

            writer.Write(m_spell); // version 1

            writer.Write(m_Owner); // version 0

            writer.Write(m_Blessed);

            writer.WriteItemList( m_EquipItems, true );
        }

        public override void Deserialize( GenericReader reader )
        {

            base.Deserialize( reader );

            int version = reader.ReadInt();

            switch( version )
            {

                case 2:
                {
                    m_Bed = reader.ReadItem() as SleepableBedsAddon;
                   
                    goto case 1;
                }

                case 1:
                {
                    m_spell = reader.ReadBool();
                    goto case 0;
                }
                case 0:
                {
                    m_Owner = reader.ReadMobile();

                    if ( version < 2 )
                        m_SleeperBedBodyName = reader.ReadString();

                    m_Blessed = reader.ReadBool();

                    m_EquipItems = reader.ReadItemList();
                    break;
                }
            }

           
            PlayerMobile pm = m_Owner as PlayerMobile;
            if ( pm != null && pm.Sleep >= 30)

                this.Delete();

            else
                Sleep( 60 );

        }

        private void Sleep( int delay )
        {
            m_TimerSleep = new InternalTimerSleep( this, delay );
            m_TimerSleep.Start();
        }

        private class InternalTimer : Timer
        {
            private Mobile m_Owner;
            private SleeperBedBody m_Body;
            private DateTime shutitoff = DateTime.Now + TimeSpan.FromSeconds(60); //era 300 qui
            public InternalTimer( SleeperBedBody body ) : base( TimeSpan.FromSeconds(20),TimeSpan.FromSeconds(20) ) //aggiunto Int delay
            {
                m_Owner = body.Owner;
                m_Body = body;
            }
            protected override void OnTick() //Modificato per rigenerare le forze mentre si dorme
            {
                if (DateTime.Now < shutitoff)
                {
                    if (m_Body != null)
                        m_Body.PublicOverheadMessage(0, m_Owner.SpeechHue, false, "*ZzZzZz*");
                    if (m_Owner != null)
                    {
                        m_Owner.PlaySound(m_Owner.Female ? 819 : 1093);

                        if (m_Owner.Hits < m_Owner.HitsMax)
                        {
                            m_Owner.Hits += (m_Owner.HitsMax / 10);
                            if (m_Owner.Hits > m_Owner.HitsMax)
                                m_Owner.Hits = m_Owner.HitsMax;
                        }
                     
                        if (m_Owner.Stam < m_Owner.StamMax)
                        {
                            m_Owner.Stam += (m_Owner.StamMax / 10);
                            if (m_Owner.Stam > m_Owner.StamMax)
                                m_Owner.Stam = m_Owner.StamMax;
                        }

                        if (m_Owner.Mana < m_Owner.ManaMax)
                        {
                            m_Owner.Mana += (m_Owner.ManaMax / 10);
                            if (m_Owner.Mana > m_Owner.ManaMax)
                                m_Owner.Mana = m_Owner.ManaMax;
                        }
                    }
                }
                else
                {
                    Stop();

                    m_Body.PublicOverheadMessage(0, 44, false, m_Owner.Name + " riposa profondamente e inizia a recuperare le forze." );
                    m_Body.Sleep( 60 );

                }
            }
        }

        private class InternalTimerSleep : Timer
        {


            private Mobile m_Owner;//aggiunto
            private SleeperBedBody m_Body;
         
            public InternalTimerSleep( SleeperBedBody body, int delay ) : base( TimeSpan.FromSeconds(delay),TimeSpan.FromSeconds(10) )
            {
                m_Owner = body.Owner;//aggiunto
                m_Body = body;

            }

            protected override void OnTick()
            { 
              
             {
                PlayerMobile pm = null;
                if(m_Body != null)
                   
                    pm = m_Body.Owner as PlayerMobile;
                if ( pm == null )
                {
                    m_Body.Delete();
                    Stop();
                }
                else
                {
                    if ( pm.Sleep < 29 )
                    {
                        pm.Sleep += 1;
                        m_Body.PublicOverheadMessage(0, m_Owner.SpeechHue, false, "*ZzZzZz*");
                        m_Owner.PlaySound(m_Owner.Female ? 819 : 1093);

                    }
                    else
                    {
                        if ( pm.Sleep < 30 )
                            pm.Sleep += 1;                      


                        m_Body.Delete();
                        Stop();
                    }
                }
             }
            }

        }       

    }
    //modifiche per far vedere equip
    [AttributeUsage(AttributeTargets.Class)]
    public class SleeperBedBodyNameAttribute : Attribute
    {
        private string m_Name;

        public string Name
        {
            get { return m_Name; }
        }

        public SleeperBedBodyNameAttribute(string name)
        {
            m_Name = name;
        }
    }

    public sealed class SleeperBedBodyEquip : Packet
    {
        public SleeperBedBodyEquip(Mobile beholder, SleeperBedBody beheld): base(0x89)
        {
            ArrayList list = beheld.EquipItems;

            EnsureCapacity(8 + (list.Count * 5));

            m_Stream.Write((int)beheld.Serial);

            for (int i = 0; i < list.Count; ++i)
            {
                Item item = (Item)list[i];

                if (!item.Deleted && beholder.CanSee(item) && item.Parent == beheld)
                {
                    m_Stream.Write((byte)(item.Layer + 1));
                    m_Stream.Write((int)item.Serial);
                }
            }

            m_Stream.Write((byte)Layer.Invalid);
        }
    }
   
    public sealed class SleeperBedBodyContent : Packet
    {
        public SleeperBedBodyContent(Mobile beholder, SleeperBedBody beheld): base(0x3C)
        {
            ArrayList items = beheld.EquipItems;
            int count = items.Count;

            EnsureCapacity(5 + (count * 19));

            long pos = m_Stream.Position;

            int written = 0;

            m_Stream.Write((ushort)0);

            for (int i = 0; i < count; ++i)
            {
                Item child = (Item)items[i];

                if (!child.Deleted && child.Parent == beheld && beholder.CanSee(child))
                {
                    m_Stream.Write((int)child.Serial);
                    m_Stream.Write((ushort)child.ItemID);
                    m_Stream.Write((byte)0);
                    m_Stream.Write((ushort)child.Amount);
                    m_Stream.Write((short)child.X);
                    m_Stream.Write((short)child.Y);
                    m_Stream.Write((int)beheld.Serial);
                    m_Stream.Write((ushort)child.Hue);
                    ++written;
                }
            }

            m_Stream.Seek(pos, SeekOrigin.Begin);
            m_Stream.Write((ushort)written);
        }
    }
    //modifiche per far vedere equip   
}
 
Hello, thanks for the reply. I'm not understanding, players are always geared when they die but bodies still be naked
 
Well the question is if the items even are insured or blessed / newbied. Nobody said they were. He just said the items are not displayed on the corpse. I never looked into the corpses that much that I would know how it would check for what is equipped on the corpse.
 
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