Project SkyFire Core
SkyFire 5.4.8 server core API documentation
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GameObject Member List

This is the complete list of members for GameObject, including all inherited members.

_changesMaskObjectprotected
_ConcatFields(uint16 startIndex, uint16 size) constObjectprotected
_Create(uint32 guidlow, HighGuid guidhigh, uint32 phaseMask)WorldObject
Object::_Create(uint32 guidlow, uint32 entry, HighGuid guidhigh)Objectprotected
_currentCellMapObjectprivate
_gridRefGridObject< GameObject >private
_InitValues()Objectprotected
_IsWithinDist(WorldObject const *obj, float dist2compare, bool) const OVERRIDEGameObjectinlineprivatevirtual
_LoadIntoDataField(std::string const &data, uint32 startOffset, uint32 count)Objectprotected
_moveStateMapObjectprivate
_newPositionMapObjectprivate
_phasesWorldObjectprivate
_terrainSwapsWorldObjectprivate
_worldMapSwapsWorldObjectprivate
ActivateToQuest(Player *target) constGameObject
AddLootMode(uint16 lootMode)GameObjectinline
AddObjectToRemoveList()WorldObject
AddToGrid(GridRefManager< GameObject > &m)GridObject< GameObject >inline
AddToNotify(uint16 f)WorldObjectinline
AddToSkillupList(uint32 PlayerGuidLow)GameObjectinline
AddToWorld() OVERRIDEGameObjectvirtual
AddUInt64Value(uint16 index, uint64 value)Object
AddUniqueUse(Player *player)GameObject
AddUse()GameObjectinline
AI() constGameObjectinline
AIM_Initialize()GameObjectprotected
ApplyModFlag(uint16 index, uint32 flag, bool apply)Object
ApplyModFlag64(uint16 index, uint64 flag, bool apply)Object
ApplyModInt32Value(uint16 index, int32 val, bool apply)Object
ApplyModPositiveFloatValue(uint16 index, float val, bool apply)Object
ApplyModSignedFloatValue(uint16 index, float val, bool apply)Object
ApplyModUInt32Value(uint16 index, int32 val, bool apply)Object
ApplyPercentModFloatValue(uint16 index, float val, bool apply)Object
BuildCreateUpdateBlockForPlayer(UpdateData *data, Player *target) constObjectvirtual
BuildDynamicValuesUpdate(uint8 updateType, ByteBuffer *data, Player *target) constObjectprotected
BuildFieldsUpdate(Player *, UpdateDataMapType &) constObject
BuildMovementUpdate(ByteBuffer *data, uint16 flags) constObjectprotected
BuildOutOfRangeUpdateBlock(UpdateData *data) constObject
BuildUpdate(UpdateDataMapType &)WorldObjectvirtual
BuildValuesUpdate(uint8 updatetype, ByteBuffer *data, Player *target) const OVERRIDEGameObjectvirtual
BuildValuesUpdateBlockForPlayer(UpdateData *data, Player *target) constObject
CanAlwaysSee(WorldObject const *) constWorldObjectinlineprivatevirtual
CanDetect(WorldObject const *obj, bool ignoreStealth) constWorldObjectprivate
CanDetectInvisibilityOf(WorldObject const *obj) constWorldObjectprivate
CanDetectStealthOf(WorldObject const *obj) constWorldObjectprivate
CanNeverSee(WorldObject const *obj) constWorldObjectprivate
CanSeeOrDetect(WorldObject const *obj, bool ignoreStealth=false, bool distanceCheck=false) constWorldObject
CastSpell(Unit *target, uint32 spell)GameObject
ChairListSlotsGameObjectprotected
ChairSlotAndUser typedefGameObjectprotected
CleanupsBeforeDelete(bool finalCleanup=true) OVERRIDEGameObjectvirtual
ClearPhases(bool update=false)WorldObject
ClearSkillupList()GameObjectinline
ClearUpdateMask(bool remove)Object
Create(uint32 guidlow, uint32 name_id, Map *map, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 animprogress, GOState go_state, uint32 artKit=0)GameObject
CreateModel()GameObjectprotected
Delete()GameObject
DeleteFromDB()GameObject
DestroyForNearbyPlayers()WorldObject
DestroyForPlayer(Player *target, bool onDeath=false) constObjectvirtual
EnableCollision(bool enable)GameObject
EventInform(uint32 eventId)GameObject
FindMap() constWorldObjectinline
FindNearestCreature(uint32 entry, float range, bool alive=true) constWorldObject
FindNearestGameObject(uint32 entry, float range) constWorldObject
FindNearestGameObjectOfType(GameobjectTypes type, float range) constWorldObject
ForceValuesUpdateAtIndex(uint32)Object
GameObject()GameObjectexplicit
GetAIName() constGameObject
GetAngle(Position const *pos) constPosition
GetAngle(float x, float y) constPosition
GetAreaId() constWorldObject
GetBaseMap() constWorldObject
GetByteValue(uint16 index, uint8 offset) constObject
GetClosePoint(float &x, float &y, float &z, float size, float distance2d=0, float angle=0) constWorldObject
GetContactPoint(WorldObject const *obj, float &x, float &y, float &z, float distance2d=CONTACT_DISTANCE) constWorldObject
GetCreatureListWithEntryInGrid(std::list< Creature * > &lList, uint32 uiEntry, float fMaxSearchRange) constWorldObject
GetCurrentCell() constMapObjectinlineprivate
GetDBTableGUIDLow() constGameObjectinline
GetDestructibleState() constGameObjectinline
GetDisplayId() constGameObjectinline
GetDistance(WorldObject const *obj) constWorldObject
GetDistance(Position const &pos) constWorldObject
GetDistance(float x, float y, float z) constWorldObject
GetDistance2d(WorldObject const *obj) constWorldObject
GetDistance2d(float x, float y) constWorldObject
GetDistanceOrder(WorldObject const *obj1, WorldObject const *obj2, bool is3D=true) constWorldObject
GetDistanceZ(WorldObject const *obj) constWorldObject
GetDynamicUInt32Value(uint32 tab, uint16 index) constObject
GetEntry() constObjectinline
GetExactDist(float x, float y, float z) constPositioninline
GetExactDist(Position const *pos) constPositioninline
GetExactDist2d(const float x, const float y) constPositioninline
GetExactDist2d(Position const *pos) constPositioninline
GetExactDist2dSq(float x, float y) constPositioninline
GetExactDist2dSq(Position const *pos) constPositioninline
GetExactDistSq(float x, float y, float z) constPositioninline
GetExactDistSq(Position const *pos) constPositioninline
GetFirstCollisionPosition(Position &pos, float dist, float angle)WorldObject
getFishLoot(Loot *loot, Player *loot_owner)GameObject
GetFloatValue(uint16 index) constObject
GetGameObject(WorldObject &object, uint64 guid)GameObjectstatic
GetGameObjectListWithEntryInGrid(std::list< GameObject * > &lList, uint32 uiEntry, float fMaxSearchRange) constWorldObject
GetGoAnimProgress() constGameObjectinline
GetGoArtKit() constGameObjectinline
GetGOData() constGameObjectinline
GetGOInfo() constGameObjectinline
GetGoState() constGameObjectinline
GetGOStateValue(GOState state)GameObject
GetGoType() constGameObjectinline
GetGOValue() constGameObjectinline
GetGridActivationRange() constWorldObject
GetGUID() constObjectinline
GetGUIDHigh() constObjectinline
GetGUIDLow() constObjectinline
GetGUIDMid() constObjectinline
GetInstanceId() constWorldObjectinline
GetInstanceScript()WorldObject
GetInt32Value(uint16 index) constObject
GetLegacyTransportTargetProgress(GOState state) constGameObjectprotected
getLevelForTarget(WorldObject const *target) const OVERRIDEGameObjectinlinevirtual
GetLootMode() constGameObjectinline
GetLootRecipient() constGameObject
GetLootRecipientGroup() constGameObject
getLootState() constGameObjectinline
GetMap() constWorldObjectinline
GetMapId() constWorldLocationinline
GetName() constWorldObjectinline
GetNameForLocaleIdx(LocaleConstant locale_idx) const OVERRIDEGameObjectvirtual
GetNearPoint(WorldObject const *searcher, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle) constWorldObject
GetNearPoint2D(float &x, float &y, float distance, float absAngle) constWorldObject
GetNearPosition(Position &pos, float dist, float angle)WorldObject
GetNotifyFlags() constWorldObjectinline
GetObjectGUID() constObjectinline
GetObjectScale() constObjectinline
GetObjectSize() constWorldObject
GetOrientation() constPositioninline
GetOwner() constGameObject
GetOwnerGUID() constGameObjectinline
GetPackGUID() constObjectinline
GetPauseTimes() constGameObject
GetPhaseMask() constWorldObjectinline
GetPhases() constWorldObjectinline
GetPlayerListInGrid(std::list< Player * > &lList, float fMaxSearchRange) constWorldObject
GetPosition(float &x, float &y) constPositioninline
GetPosition(float &x, float &y, float &z) constPositioninline
GetPosition(float &x, float &y, float &z, float &o) constPositioninline
GetPosition(Position *pos) constPositioninline
GetPositionOffsetTo(Position const &endPos, Position &retOffset) constPosition
GetPositionX() constPositioninline
GetPositionY() constPositioninline
GetPositionZ() constPositioninline
GetRandomNearPosition(Position &pos, float radius)WorldObject
GetRandomPoint(Position const &srcPos, float distance, float &rand_x, float &rand_y, float &rand_z) constWorldObject
GetRandomPoint(Position const &srcPos, float distance, Position &pos) constWorldObject
GetRelativeAngle(Position const *pos) constPositioninline
GetRelativeAngle(float x, float y) constPositioninline
GetRespawnDelay() constGameObjectinline
GetRespawnPosition(float &x, float &y, float &z, float *ori=NULL) constGameObject
GetRespawnTime() constGameObjectinline
GetRespawnTimeEx() constGameObjectinline
GetRotation() constGameObjectinline
GetScriptId() constGameObjectinlinevirtual
GetSightRange(WorldObject const *target=NULL) constWorldObject
GetSinCos(float x, float y, float &vsin, float &vcos) constPosition
GetSpellId() constGameObjectinline
GetStationaryO() const OVERRIDEGameObjectinlinevirtual
GetStationaryX() const OVERRIDEGameObjectinlinevirtual
GetStationaryY() const OVERRIDEGameObjectinlinevirtual
GetStationaryZ() const OVERRIDEGameObjectinlinevirtual
GetTerrainSwaps() constWorldObjectinline
GetTransGUID() constWorldObjectvirtual
GetTransOffsetO() constWorldObjectinline
GetTransOffsetX() constWorldObjectinline
GetTransOffsetY() constWorldObjectinline
GetTransOffsetZ() constWorldObjectinline
GetTransport() constWorldObjectinline
GetTransportPathProgress() constGameObjectinline
GetTransportPeriod() constGameObject
GetTransSeat() constWorldObjectinline
GetTransTime() constWorldObjectinline
GetTypeId() constObjectinline
GetUInt16Value(uint16 index, uint8 offset) constObject
GetUInt32Value(uint16 index) constObject
GetUInt64Value(uint16 index) constObject
GetUniqueUseCount() constGameObjectinline
GetUpdateFieldData(Player const *target, uint32 *&flags) constObjectprotected
GetUseCount() constGameObjectinline
GetValuesCount() constObjectinline
GetVisibilityRange() constWorldObject
GetWorldMapSwaps() constWorldObjectinline
GetZoneAndAreaId(uint32 &zoneid, uint32 &areaid) constWorldObject
GetZoneId() constWorldObject
GetZoneScript() constWorldObjectinline
HandleLegacyTransportStateChange(GOState oldState, GOState newState)GameObjectprotected
HasByteFlag(uint16 index, uint8 offset, uint8 flag) constObject
HasFlag(uint16 index, uint32 flag) constObject
HasFlag64(uint16 index, uint64 flag) constObject
HasInArc(float arcangle, Position const *pos, float border=2.0f) constPosition
HasInLine(WorldObject const *target, float width) constPosition
hasInvolvedQuest(uint32 quest_id) const OVERRIDEGameObjectvirtual
HasLootMode(uint16 lootMode) constGameObjectinline
HasLootRecipient() constGameObjectinline
HasPhaseList(uint32 phase)WorldObject
hasQuest(uint32 quest_id) const OVERRIDEGameObjectvirtual
InitializeLegacyTransport()GameObjectprotected
InSamePhase(WorldObject const *obj) constWorldObject
InSamePhase(uint32 phasemask) constWorldObjectinline
isActiveObject() constWorldObjectinline
IsAlwaysDetectableFor(WorldObject const *) constWorldObjectinlineprotectedvirtual
IsAlwaysVisibleFor(WorldObject const *seer) const OVERRIDEGameObjectvirtual
IsDestructibleBuilding() constGameObject
IsDynTransport() constGameObject
isInBack(WorldObject const *target, float arc=M_PI) constWorldObject
IsInBetween(WorldObject const *obj1, WorldObject const *obj2, float size=0) constWorldObject
IsInDist(float x, float y, float z, float dist) constPositioninline
IsInDist(Position const *pos, float dist) constPositioninline
IsInDist2d(float x, float y, float dist) constPositioninline
IsInDist2d(Position const *pos, float dist) constPositioninline
isInFront(WorldObject const *target, float arc=M_PI) constWorldObject
IsInGrid() constGridObject< GameObject >inline
IsInMap(WorldObject const *obj) constWorldObject
IsInRange(float x, float y, float z, float radius) constGameObject
WorldObject::IsInRange(WorldObject const *obj, float minRange, float maxRange, bool is3D=true) constWorldObject
IsInRange2d(float x, float y, float minRange, float maxRange) constWorldObject
IsInRange3d(float x, float y, float z, float minRange, float maxRange) constWorldObject
IsInSkillupList(uint32 PlayerGuidLow) constGameObjectinline
IsInvisibleDueToDespawn() const OVERRIDEGameObjectvirtual
IsInWorld() constObjectinline
IsLootAllowedFor(Player const *player) constGameObject
isNeedNotify(uint16 f) constWorldObjectinline
IsNeverVisible() constWorldObjectinlineprotectedvirtual
IsPermanentWorldObject() constWorldObjectinline
IsPhased(WorldObject const *obj) constWorldObject
IsPhased(uint32 phase) constWorldObjectinline
IsPositionValid() constPosition
IsSelfOrInSameMap(WorldObject const *obj) constWorldObject
isSpawned() constGameObjectinline
isSpawnedByDefault() constGameObjectinline
IsTerrainSwaped(uint32 terrainSwap) constWorldObjectinline
IsTransport() constGameObject
isType(uint16 mask) constObjectinline
IsWithinDist(WorldObject const *obj, float dist2compare, bool is3D=true) constWorldObject
IsWithinDist2d(float x, float y, float dist) constWorldObject
IsWithinDist2d(Position const *pos, float dist) constWorldObject
IsWithinDist3d(float x, float y, float z, float dist) constWorldObject
IsWithinDist3d(Position const *pos, float dist) constWorldObject
IsWithinDistInMap(WorldObject const *obj, float dist2compare, bool is3D=true) constWorldObject
IsWithinLOS(float x, float y, float z) constWorldObject
IsWithinLOSInMap(WorldObject const *obj) constWorldObject
IsWorldObject() constWorldObject
LastUsedScriptIDWorldObject
LoadFromDB(uint32 guid, Map *map)GameObjectinline
LoadGameObjectFromDB(uint32 guid, Map *map, bool addToMap=true)GameObject
LookupFishingHoleAround(float range)GameObject
lootGameObject
lootingGroupLowGUIDGameObject
m_AIGameObjectprivate
m_cooldownTimeGameObjectprotected
m_currMapWorldObjectprivate
m_DBTableGuidGameObjectprotected
m_dynamicChangeObjectprotected
m_dynamicTabObjectprotected
m_executed_notifiesWorldObjectprivate
m_fieldNotifyFlagsObjectprotected
m_floatValuesObject
m_goDataGameObjectprotected
m_goInfoGameObjectprotected
m_goValueGameObjectprotected
m_groupLootTimerGameObject
m_InstanceIdWorldObjectprivate
m_int32ValuesObject
m_invisibilityWorldObject
m_invisibilityDetectWorldObject
m_inWorldObjectprivate
m_isActiveWorldObjectprotected
m_isWorldObjectWorldObjectprotected
m_LootModeGameObjectprotected
m_lootRecipientGameObjectprotected
m_lootRecipientGroupGameObjectprotected
m_lootStateGameObjectprotected
m_mapIdWorldLocation
m_modelGameObject
m_movementInfoWorldObject
m_nameWorldObjectprotected
m_notifyflagsWorldObjectprivate
m_objectTypeObjectprotected
m_objectTypeIdObjectprotected
m_objectUpdatedObjectprotected
m_orientationPosition
m_PackGUIDObjectprivate
m_phaseMaskWorldObjectprivate
m_positionXPosition
m_positionYPosition
m_positionZPosition
m_respawnDelayTimeGameObjectprotected
m_respawnTimeGameObjectprotected
m_ritualOwnerGameObjectprotected
m_rotationGameObjectprotected
m_serverSideVisibilityWorldObject
m_serverSideVisibilityDetectWorldObject
m_SkillupListGameObjectprotected
m_spawnedByDefaultGameObjectprotected
m_spellIdGameObjectprotected
m_stationaryPositionGameObjectprotected
m_stealthWorldObject
m_stealthDetectWorldObject
m_transportWorldObjectprotected
m_transportPauseTimesGameObjectprotected
m_uint32ValuesObject
m_unique_usersGameObjectprotected
m_updateFlagObjectprotected
m_usetimesGameObjectprotected
m_valuesCountObjectprotected
m_zoneScriptWorldObjectprotected
MapObject()MapObjectinlineprotected
MarkLegacyTransportPathProgressChanged()GameObjectprotected
ModifyHealth(int32 change, Unit *attackerOrHealer=NULL, uint32 spellId=0)GameObject
MonsterSay(const char *text, Language language, WorldObject const *target)WorldObject
MonsterSay(int32 textId, Language language, WorldObject const *target)WorldObject
MonsterTextEmote(const char *text, WorldObject const *target, bool IsBossEmote=false)WorldObject
MonsterTextEmote(int32 textId, WorldObject const *target, bool IsBossEmote=false)WorldObject
MonsterWhisper(const char *text, Player const *target, bool IsBossWhisper=false)WorldObject
MonsterWhisper(int32 textId, Player const *target, bool IsBossWhisper=false)WorldObject
MonsterYell(const char *text, Language language, WorldObject const *target)WorldObject
MonsterYell(int32 textId, Language language, WorldObject const *target)WorldObject
MovePosition(Position &pos, float dist, float angle)WorldObject
MovePositionToFirstCollision(Position &pos, float dist, float angle)WorldObject
NormalizeOrientation(float o)Positioninlinestatic
NotifyExecuted(uint16 f) constWorldObjectinline
Object()Objectprotected
Object(Object const &right)=deleteObjectprivate
operator!=(Position const &a)Positioninline
operator=(Object const &right)=deleteObjectprivate
operator==(Position const &a)Position
PlayDirectSound(uint32 sound_id, Player *target=NULL)WorldObject
PlayDistanceSound(uint32 sound_id, Player *target)WorldObject
PositionXYZOStream()Positioninline
PositionXYZStream()Positioninline
PrintIndexError(uint32 index, bool set) constObjectprivate
RebuildTerrainSwaps()WorldObject
RebuildWorldMapAreaSwaps()WorldObject
Refresh()GameObject
Relocate(float x, float y)Positioninline
Relocate(float x, float y, float z)Positioninline
Relocate(float x, float y, float z, float orientation)Positioninline
Relocate(Position const &pos)Positioninline
Relocate(Position const *pos)Positioninline
RelocateOffset(Position const &offset)Position
RemoveByteFlag(uint16 index, uint8 offset, uint8 newFlag)Object
RemoveFieldNotifyFlag(uint16 flag)Objectinline
RemoveFlag(uint16 index, uint32 oldFlag)Object
RemoveFlag64(uint16 index, uint64 oldFlag)Object
RemoveFromGrid()GridObject< GameObject >inline
RemoveFromOwner()GameObjectprivate
RemoveFromWorld() OVERRIDEGameObjectvirtual
RemoveLootMode(uint16 lootMode)GameObjectinline
RemoveUInt64Value(uint16 index, uint64 value)Object
ResetAllNotifies()WorldObjectinline
ResetDoorOrButton()GameObject
ResetLootMode()GameObjectinline
ResetMap()WorldObjectvirtual
Respawn()GameObject
SaveRespawnTime() OVERRIDEGameObjectvirtual
SaveToDB()GameObject
SaveToDB(uint32 mapid, uint32 spawnMask)GameObject
SendCustomAnim(uint32 anim)GameObject
SendDestroyObject(Player *target, ObjectGuid Guid, bool onDeath=false) constObject
SendMessageToSet(WorldPacket *data, bool self)WorldObjectvirtual
SendMessageToSet(WorldPacket *data, Player const *skipped_rcvr)WorldObjectvirtual
SendMessageToSetInRange(WorldPacket *data, float dist, bool self)WorldObjectvirtual
SendObjectDeSpawnAnim(uint64 guid)WorldObject
SendPlaySound(uint32 Sound, bool OnlySelf)WorldObject
SendUpdateToPlayer(Player *player)Object
setActive(bool isActiveObject)WorldObject
SetByteFlag(uint16 index, uint8 offset, uint8 newFlag)Object
SetByteValue(uint16 index, uint8 offset, uint8 value)Object
SetCurrentCell(Cell const &cell)MapObjectinlineprivate
SetDestructibleState(GameObjectDestructibleState state, Player *eventInvoker=NULL, bool setHealth=false)GameObject
SetDisplayId(uint32 displayid)GameObject
SetDynamicUInt32Value(uint32 tab, uint16 index, uint32 value)Object
SetEntry(uint32 entry)Objectinline
SetFieldNotifyFlag(uint16 flag)Objectinline
SetFlag(uint16 index, uint32 newFlag)Object
SetFlag64(uint16 index, uint64 newFlag)Object
SetFloatValue(uint16 index, float value)Object
SetGameobjectTransparence(uint8 transparency)GameObjectinline
SetGoAnimProgress(uint8 animprogress)GameObjectinline
SetGoArtKit(uint8 artkit)GameObject
SetGoArtKit(uint8 artkit, GameObject *go, uint32 lowguid=0)GameObjectstatic
SetGoHealth(uint8 health)GameObjectinline
SetGoState(GOState state)GameObject
SetGoType(GameobjectTypes type)GameObjectinline
SetInt16Value(uint16 index, uint8 offset, int16 value)Objectinline
SetInt32Value(uint16 index, int32 value)Object
SetLegacyTransportStopped(bool stopped)GameObjectprotected
SetLegacyTransportTravelTime(uint32 travelTime)GameObject
SetLocationInstanceId(uint32 _instanceId)WorldObjectinlineprotected
SetLocationMapId(uint32 _mapId)WorldObjectinlineprotected
SetLootMode(uint16 lootMode)GameObjectinline
SetLootRecipient(Unit *unit)GameObject
SetLootState(LootState s, Unit *unit=NULL)GameObject
SetMap(Map *map)WorldObjectvirtual
SetName(std::string const &newname)WorldObjectinline
SetNewCellPosition(float x, float y, float z, float o)MapObjectinlineprivate
SetNotified(uint16 f)WorldObjectinline
SetObjectScale(float scale)Objectinlinevirtual
SetOrientation(float orientation)Positioninline
SetOwnerGUID(uint64 owner)GameObjectinline
SetPhased(uint32 id, bool update, bool apply) OVERRIDEGameObjectvirtual
SetPhaseMask(uint32 newPhaseMask, bool update) OVERRIDEGameObjectvirtual
SetRespawnTime(int32 respawn)GameObjectinline
SetSpawnedByDefault(bool b)GameObjectinline
SetSpellId(uint32 id)GameObjectinline
SetStatFloatValue(uint16 index, float value)Object
SetStatInt32Value(uint16 index, int32 value)Object
SetTransport(Transport *t)WorldObjectinline
SetTransportPathProgress(uint32 pathProgress)GameObject
SetUInt16Value(uint16 index, uint8 offset, uint16 value)Object
SetUInt32Value(uint16 index, uint32 value)Object
SetUInt64Value(uint16 index, uint64 value)Object
SetWorldObject(bool apply)WorldObject
SetZoneScript()WorldObject
StartLegacyTransportToFirstStop(uint32 travelTime)GameObject
StopLegacyTransportAtCurrentProgress()GameObject
StopLegacyTransportAtInitialStop()GameObject
SummonCreature(uint32 id, Position const &pos, TempSummonType spwtype=TempSummonType::TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0) constWorldObject
SummonCreature(uint32 id, float x, float y, float z, float ang=0, TempSummonType spwtype=TempSummonType::TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0) constWorldObject
SummonCreatureGroup(uint8 group, std::list< TempSummon * > *list=NULL)WorldObject
SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime)WorldObject
SummonTrigger(float x, float y, float z, float ang, uint32 dur, CreatureAI *(*GetAI)(Creature *)=NULL)WorldObject
SwitchDoorOrButton(bool activate, bool alternative=false)GameObjectprivate
ToAreaTrigger()Objectinline
ToAreaTrigger() constObjectinline
ToCorpse()Objectinline
ToCorpse() constObjectinline
ToCreature()Objectinline
ToCreature() constObjectinline
ToDynObject()Objectinline
ToDynObject() constObjectinline
ToGameObject()Objectinline
ToGameObject() constObjectinline
ToggleByteFlag(uint16 index, uint8 offset, uint8 flag)Object
ToggleFlag(uint16 index, uint32 flag)Object
ToggleFlag64(uint16 index, uint64 flag)Object
ToPlayer()Objectinline
ToPlayer() constObjectinline
ToString() constPosition
ToTransport()GameObjectinline
ToTransport() constGameObjectinline
ToUnit()Objectinline
ToUnit() constObjectinline
TriggeringLinkedGameObject(uint32 trapEntry, Unit *target)GameObject
Update(uint32 p_time) OVERRIDEGameObjectvirtual
UpdateAllowedPositionZ(float x, float y, float &z) constWorldObject
UpdateAreaPhase()WorldObject
UpdateGroundPositionZ(float x, float y, float &z) constWorldObject
UpdateLegacyTransportPathProgress()GameObjectprotected
UpdateModel()GameObjectprotected
UpdateModelPosition()GameObject
UpdateObjectVisibility(bool forced=true)WorldObjectvirtual
UpdateRotationFields(float rotation2=0.0f, float rotation3=0.0f)GameObject
UpdateUInt32Value(uint16 index, uint32 value)Object
UpdateWorldRotationField()GameObject
Use(Unit *user)GameObject
UseDoorOrButton(uint32 time_to_restore=0, bool alternative=false, Unit *user=NULL)GameObject
VisitNearbyGridObject(float const &radius, NOTIFIER &notifier) constWorldObjectinline
VisitNearbyObject(float const &radius, NOTIFIER &notifier) constWorldObjectinline
VisitNearbyWorldObject(float const &radius, NOTIFIER &notifier) constWorldObjectinline
WorldLocation(uint32 _mapid=MAPID_INVALID, float _x=0, float _y=0, float _z=0, float _o=0)WorldLocationinlineexplicit
WorldLocation(const WorldLocation &loc)WorldLocationinline
WorldObject(bool isWorldObject)WorldObjectexplicitprotected
WorldRelocate(const WorldLocation &loc)WorldLocationinline
~GameObject()GameObject
~GridObject()GridObject< GameObject >inlinevirtual
~Object()Objectvirtual
~WorldObject()WorldObjectvirtual