Project SkyFire Core
SkyFire 5.4.8 server core API documentation
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GameObjectTemplate Struct Reference

#include <GameObject.h>

Public Member Functions

uint32 GetAutoCloseTime () const
uint32 GetCharges () const
uint32 GetCooldown () const
bool GetDespawnPossibility () const
uint32 GetEventScriptId () const
uint32 GetGossipMenuId () const
uint32 GetLinkedGameObjectEntry () const
uint32 GetLockId () const
uint32 GetLootId () const
bool IsDespawnAtAction () const
bool IsUsableMounted () const

Public Attributes

union { 
   struct { 
      uint32   floatingTooltip 
      uint32   floatOnWater 
      uint32   highlight 
      uint32   large 
      int32   questID 
      uint32   serverOnly 
   }   _generic
   struct { 
      uint32   autoCloseTime 
      uint32   closeTextID 
      uint32   damageMax 
      uint32   damageMin 
      uint32   damageSchool 
      uint32   lockId 
      uint32   openTextID 
      uint32   radius 
   }   areadamage
   struct { 
      uint32   auraID1 
      uint32   auraID2 
      uint32   conditionID1 
      uint32   conditionID2 
      uint32   radius 
      uint32   serverOnly 
      uint32   startOpen 
   }   auraGenerator
   struct { 
      uint32   chairheight 
      uint32   heightOffset 
   }   barberChair
   struct { 
      uint32   creditProxyCreature 
      uint32   damagedDisplayId 
      uint32   damagedEvent 
      uint32   damagedNumHits 
      uint32   damageEvent 
      uint32   debuildingTimeSecs 
      uint32   destroyedDisplayId 
      uint32   destroyedEvent 
      uint32   destructibleData 
      uint32   empty10 
      uint32   empty11 
      uint32   empty12 
      uint32   empty13 
      uint32   empty14 
      uint32   empty3 
      uint32   empty4 
      uint32   empty5 
      uint32   empty7 
      uint32   empty8 
      uint32   empty9 
      uint32   intactEvent 
      uint32   intactNumHits 
      uint32   rebuildingEvent 
      uint32   state1Name 
   }   building
   struct { 
      uint32   autoCloseTime 
      uint32   closeTextID 
      uint32   large 
      uint32   linkedTrap 
      uint32   lockId 
      uint32   losOK 
      uint32   noDamageImmune 
      uint32   openTextID 
      uint32   startOpen 
   }   button
   struct { 
      uint32   cinematicId 
      uint32   eventID 
      uint32   lockId 
      uint32   openTextID 
   }   camera
   struct { 
      uint32   contestedEventID1 
      uint32   contestedEventID2 
      uint32   highlight 
      uint32   large 
      uint32   maxSuperiority 
      uint32   maxTime 
      uint32   minSuperiority 
      uint32   minTime 
      uint32   neutralEventID1 
      uint32   neutralEventID2 
      uint32   neutralPercent 
      uint32   progressEventID1 
      uint32   progressEventID2 
      uint32   radius 
      uint32   spell 
      uint32   startingValue 
      uint32   unidirectional 
      uint32   winEventID1 
      uint32   winEventID2 
      uint32   worldState1 
      uint32   worldstate2 
      uint32   worldstate3 
   }   capturePoint
   struct { 
      uint32   height 
      uint32   onlyCreatorUse 
      uint32   slots 
      uint32   triggeredEvent 
   }   chair
   struct { 
      uint32   chestRestockTime 
      uint32   consumable 
      uint32   eventId 
      uint32   floatingTooltip 
      uint32   groupLootRules 
      uint32   leaveLoot 
      uint32   level 
      uint32   linkedTrapId 
      uint32   lockId 
      uint32   logLoot 
      uint32   lootId 
      uint32   losOK 
      uint32   maxSuccessOpens 
      uint32   minSuccessOpens 
      uint32   notInCombat 
      uint32   openTextID 
      uint32   questId 
   }   chest
   struct { 
      uint32   autoCloseTime 
      uint32   closeTextID 
      uint32   ignoredByPathing 
      uint32   lockId 
      uint32   noDamageImmune 
      uint32   openTextID 
      uint32   startOpen 
   }   door
   struct { 
      uint32   difficulty 
      uint32   mapID 
   }   dungeonDifficulty
   struct { 
      uint32   lockId 
      uint32   lootId 
      uint32   maxSuccessOpens 
      uint32   minSuccessOpens 
      uint32   radius 
   }   fishinghole
   struct { 
      uint32   eventID 
      uint32   lockId 
      uint32   noDamageImmune 
      uint32   openTextID 
      uint32   pickupSpell 
   }   flagdrop
   struct { 
      uint32   lockId 
      uint32   losOK 
      uint32   noDamageImmune 
      uint32   openTextID 
      uint32   pickupSpell 
      uint32   radius 
      uint32   returnAura 
      uint32   returnSpell 
   }   flagstand
   struct { 
      uint32   allowMounted 
      uint32   autoCloseTime 
      uint32   closeTextID 
      uint32   consumable 
      uint32   cooldown 
      uint32   customAnim 
      uint32   eventId 
      uint32   floatingTooltip 
      uint32   gossipID 
      uint32   language 
      uint32   large 
      uint32   linkedTrapId 
      uint32   lockId 
      uint32   losOK 
      uint32   noDamageImmune 
      uint32   openTextID 
      uint32   pageId 
      uint32   pageMaterial 
      int32   questId 
      uint32   spellId 
      uint32   WorldStateSetsState 
   }   goober
   struct { 
      uint32   charges 
      uint32   creatureID 
   }   guardpost
   struct { 
      uint32   areaID 
      uint32   maxLevel 
      uint32   minLevel 
   }   meetingstone
   struct { 
      uint32   gameType 
   }   miniGame
   struct { 
      uint32   accelRate 
      uint32   canBeStopped 
      uint32   mapID 
      uint32   moveSpeed 
      uint32   startEventID 
      uint32   stopEventID 
      uint32   taxiPathId 
      uint32   transportPhysics 
      uint32   worldState1 
   }   moTransport
   struct { 
      uint32   allowMounted 
      uint32   customAnim 
      uint32   gossipID 
      uint32   large 
      uint32   lockId 
      uint32   losOK 
      uint32   noDamageImmune 
      uint32   openTextID 
      uint32   pageMaterial 
      uint32   questList 
   }   questgiver
   struct { 
      uint32   data [MAX_GAMEOBJECT_DATA
   }   raw
   struct { 
      uint32   allowMounted 
      uint32   charges 
      uint32   large 
      uint32   partyOnly 
      uint32   spellId 
   }   spellcaster
   struct { 
      uint32   dist 
      uint32   floatingTooltip 
      uint32   focusId 
      uint32   large 
      uint32   linkedTrapId 
      uint32   questID 
      uint32   serverOnly 
   }   spellFocus
   struct { 
      uint32   animSpell 
      uint32   castersGrouped 
      uint32   casterTargetSpell 
      uint32   casterTargetSpellTargets 
      uint32   reqParticipants 
      uint32   ritualNoTargetCheck 
      uint32   ritualPersistent 
      uint32   spellId 
   }   summoningRitual
   struct { 
      uint32   allowMounted 
      uint32   language 
      uint32   pageID 
      uint32   pageMaterial 
   }   text
   struct { 
      uint32   autoCloseTime 
      uint32   pause 
      uint32   pause1EventID 
      uint32   pause2EventID 
      uint32   startOpen 
   }   transport
   struct { 
      int32   autoCloseTime 
      uint32   closeTextID 
      uint32   cooldown 
      uint32   ignoreTotems 
      uint32   invisible 
      uint32   large 
      uint32   level 
      uint32   lockId 
      uint32   openTextID 
      uint32   radius 
      uint32   serverOnly 
      uint32   spellId 
      uint32   startDelay 
      uint32   stealthed 
      uint32   type 
   }   trap
   struct { 
      uint32   autoClose 
      uint32   startOpen 
      uint32   whenToPause 
   }   trapDoor
}; 
std::string AIName
std::string castBarCaption
uint32 displayId
uint32 entry
uint32 faction
uint32 flags
std::string IconName
std::string name
uint32 questItems [MAX_GAMEOBJECT_QUEST_ITEMS]
uint32 ScriptId
float size
uint32 type
std::string unk1
int32 unkInt32

Detailed Description

Definition at line 23 of file GameObject.h.

Member Function Documentation

◆ GetAutoCloseTime()

◆ GetCharges()

uint32 GameObjectTemplate::GetCharges ( ) const
inline

◆ GetCooldown()

uint32 GameObjectTemplate::GetCooldown ( ) const
inline

Definition at line 517 of file GameObject.h.

References GAMEOBJECT_TYPE_GOOBER, GAMEOBJECT_TYPE_TRAP, goober, trap, and type.

◆ GetDespawnPossibility()

bool GameObjectTemplate::GetDespawnPossibility ( ) const
inline

◆ GetEventScriptId()

uint32 GameObjectTemplate::GetEventScriptId ( ) const
inline

◆ GetGossipMenuId()

uint32 GameObjectTemplate::GetGossipMenuId ( ) const
inline

◆ GetLinkedGameObjectEntry()

uint32 GameObjectTemplate::GetLinkedGameObjectEntry ( ) const
inline

◆ GetLockId()

◆ GetLootId()

uint32 GameObjectTemplate::GetLootId ( ) const
inline

Definition at line 486 of file GameObject.h.

References chest, fishinghole, GAMEOBJECT_TYPE_CHEST, GAMEOBJECT_TYPE_FISHINGHOLE, and type.

Referenced by Player::SendLoot().

◆ IsDespawnAtAction()

bool GameObjectTemplate::IsDespawnAtAction ( ) const
inline

Definition at line 393 of file GameObject.h.

References chest, GAMEOBJECT_TYPE_CHEST, GAMEOBJECT_TYPE_GOOBER, goober, and type.

Referenced by ObjectMgr::LoadGameobjects().

◆ IsUsableMounted()

bool GameObjectTemplate::IsUsableMounted ( ) const
inline

Member Data Documentation

◆ [union]

union { ... } GameObjectTemplate

◆ [struct]

struct { ... } GameObjectTemplate::_generic

◆ accelRate

uint32 GameObjectTemplate::accelRate

Definition at line 215 of file GameObject.h.

Referenced by TransportMgr::GeneratePath().

◆ AIName

std::string GameObjectTemplate::AIName

Definition at line 389 of file GameObject.h.

Referenced by ObjectMgr::LoadGameObjectTemplate().

◆ allowMounted

uint32 GameObjectTemplate::allowMounted

Definition at line 74 of file GameObject.h.

◆ animSpell

uint32 GameObjectTemplate::animSpell

Definition at line 230 of file GameObject.h.

Referenced by GameObject::Use().

◆ [struct]

struct { ... } GameObjectTemplate::areadamage

◆ areaID

uint32 GameObjectTemplate::areaID

Definition at line 259 of file GameObject.h.

◆ [struct]

struct { ... } GameObjectTemplate::auraGenerator

◆ auraID1

uint32 GameObjectTemplate::auraID1

Definition at line 327 of file GameObject.h.

◆ auraID2

uint32 GameObjectTemplate::auraID2

Definition at line 329 of file GameObject.h.

◆ autoClose

uint32 GameObjectTemplate::autoClose

Definition at line 379 of file GameObject.h.

◆ autoCloseTime [1/2]

int32 GameObjectTemplate::autoCloseTime

Definition at line 118 of file GameObject.h.

◆ autoCloseTime [2/2]

uint32 GameObjectTemplate::autoCloseTime

Definition at line 44 of file GameObject.h.

Referenced by GetAutoCloseTime(), and GameObject::Update().

◆ [struct]

struct { ... } GameObjectTemplate::barberChair

◆ [struct]

struct { ... } GameObjectTemplate::building

◆ [struct]

◆ [struct]

struct { ... } GameObjectTemplate::camera

◆ canBeStopped

uint32 GameObjectTemplate::canBeStopped

◆ [struct]

struct { ... } GameObjectTemplate::capturePoint

◆ castBarCaption

std::string GameObjectTemplate::castBarCaption

◆ castersGrouped

uint32 GameObjectTemplate::castersGrouped

Definition at line 234 of file GameObject.h.

Referenced by GameObject::Use().

◆ casterTargetSpell

uint32 GameObjectTemplate::casterTargetSpell

Definition at line 232 of file GameObject.h.

Referenced by GameObject::Use().

◆ casterTargetSpellTargets

uint32 GameObjectTemplate::casterTargetSpellTargets

Definition at line 233 of file GameObject.h.

Referenced by GameObject::Use().

◆ [struct]

struct { ... } GameObjectTemplate::chair

◆ chairheight

uint32 GameObjectTemplate::chairheight

◆ charges

uint32 GameObjectTemplate::charges

Definition at line 243 of file GameObject.h.

◆ [struct]

◆ chestRestockTime

uint32 GameObjectTemplate::chestRestockTime

Definition at line 82 of file GameObject.h.

◆ cinematicId

uint32 GameObjectTemplate::cinematicId

Definition at line 205 of file GameObject.h.

Referenced by GameObject::Use().

◆ closeTextID

uint32 GameObjectTemplate::closeTextID

Definition at line 47 of file GameObject.h.

◆ conditionID1

uint32 GameObjectTemplate::conditionID1

Definition at line 328 of file GameObject.h.

◆ conditionID2

uint32 GameObjectTemplate::conditionID2

Definition at line 330 of file GameObject.h.

◆ consumable

uint32 GameObjectTemplate::consumable

Definition at line 83 of file GameObject.h.

Referenced by ObjectMgr::LoadGameObjectTemplate().

◆ contestedEventID1

uint32 GameObjectTemplate::contestedEventID1

Definition at line 305 of file GameObject.h.

◆ contestedEventID2

uint32 GameObjectTemplate::contestedEventID2

Definition at line 306 of file GameObject.h.

◆ cooldown

uint32 GameObjectTemplate::cooldown

Definition at line 117 of file GameObject.h.

Referenced by GameObject::Update(), and GameObject::Use().

◆ creatureID

uint32 GameObjectTemplate::creatureID

Definition at line 242 of file GameObject.h.

◆ creditProxyCreature

uint32 GameObjectTemplate::creditProxyCreature

Definition at line 349 of file GameObject.h.

◆ customAnim

uint32 GameObjectTemplate::customAnim

Definition at line 70 of file GameObject.h.

Referenced by GameObject::Use().

◆ damagedDisplayId

uint32 GameObjectTemplate::damagedDisplayId

Definition at line 352 of file GameObject.h.

◆ damagedEvent

uint32 GameObjectTemplate::damagedEvent

Definition at line 357 of file GameObject.h.

Referenced by BattlegroundSA::EventPlayerDamagedGO().

◆ damagedNumHits

uint32 GameObjectTemplate::damagedNumHits

Definition at line 353 of file GameObject.h.

Referenced by GameObject::Create().

◆ damageEvent

uint32 GameObjectTemplate::damageEvent

Definition at line 370 of file GameObject.h.

Referenced by BattlegroundSA::EventPlayerDamagedGO().

◆ damageMax

uint32 GameObjectTemplate::damageMax

Definition at line 195 of file GameObject.h.

◆ damageMin

uint32 GameObjectTemplate::damageMin

Definition at line 194 of file GameObject.h.

◆ damageSchool

uint32 GameObjectTemplate::damageSchool

Definition at line 196 of file GameObject.h.

◆ data

uint32 GameObjectTemplate::data[MAX_GAMEOBJECT_DATA]

◆ debuildingTimeSecs

uint32 GameObjectTemplate::debuildingTimeSecs

Definition at line 364 of file GameObject.h.

◆ destroyedDisplayId

uint32 GameObjectTemplate::destroyedDisplayId

Definition at line 358 of file GameObject.h.

◆ destroyedEvent

uint32 GameObjectTemplate::destroyedEvent

◆ destructibleData

uint32 GameObjectTemplate::destructibleData

Definition at line 366 of file GameObject.h.

◆ difficulty

uint32 GameObjectTemplate::difficulty

Definition at line 337 of file GameObject.h.

◆ displayId

◆ dist

uint32 GameObjectTemplate::dist

Definition at line 140 of file GameObject.h.

Referenced by Skyfire::GameObjectFocusCheck::operator()().

◆ [struct]

struct { ... } GameObjectTemplate::door

◆ [struct]

struct { ... } GameObjectTemplate::dungeonDifficulty

◆ empty10

uint32 GameObjectTemplate::empty10

Definition at line 363 of file GameObject.h.

◆ empty11

uint32 GameObjectTemplate::empty11

Definition at line 365 of file GameObject.h.

◆ empty12

uint32 GameObjectTemplate::empty12

Definition at line 368 of file GameObject.h.

◆ empty13

uint32 GameObjectTemplate::empty13

Definition at line 369 of file GameObject.h.

◆ empty14

uint32 GameObjectTemplate::empty14

Definition at line 371 of file GameObject.h.

◆ empty3

uint32 GameObjectTemplate::empty3

Definition at line 354 of file GameObject.h.

◆ empty4

uint32 GameObjectTemplate::empty4

Definition at line 355 of file GameObject.h.

◆ empty5

uint32 GameObjectTemplate::empty5

Definition at line 356 of file GameObject.h.

◆ empty7

uint32 GameObjectTemplate::empty7

Definition at line 359 of file GameObject.h.

◆ empty8

uint32 GameObjectTemplate::empty8

Definition at line 360 of file GameObject.h.

◆ empty9

uint32 GameObjectTemplate::empty9

Definition at line 361 of file GameObject.h.

◆ entry

◆ eventID

uint32 GameObjectTemplate::eventID

Definition at line 206 of file GameObject.h.

Referenced by GameObject::Use().

◆ eventId

uint32 GameObjectTemplate::eventId

Definition at line 86 of file GameObject.h.

Referenced by GameObject::Use().

◆ faction

uint32 GameObjectTemplate::faction

◆ [struct]

◆ [struct]

struct { ... } GameObjectTemplate::flagdrop

◆ flags

uint32 GameObjectTemplate::flags

◆ [struct]

struct { ... } GameObjectTemplate::flagstand

◆ floatingTooltip

uint32 GameObjectTemplate::floatingTooltip

Definition at line 96 of file GameObject.h.

◆ floatOnWater

uint32 GameObjectTemplate::floatOnWater

Definition at line 106 of file GameObject.h.

◆ focusId

uint32 GameObjectTemplate::focusId

◆ gameType

uint32 GameObjectTemplate::gameType

Definition at line 294 of file GameObject.h.

◆ [struct]

◆ gossipID

uint32 GameObjectTemplate::gossipID

Definition at line 69 of file GameObject.h.

Referenced by GameObject::Use().

◆ groupLootRules

uint32 GameObjectTemplate::groupLootRules

Definition at line 95 of file GameObject.h.

Referenced by GameObject::BuildValuesUpdate(), and Player::SendLoot().

◆ [struct]

struct { ... } GameObjectTemplate::guardpost

Referenced by GetCharges().

◆ height

uint32 GameObjectTemplate::height

Definition at line 132 of file GameObject.h.

Referenced by ObjectMgr::LoadGameObjectTemplate(), and GameObject::Use().

◆ heightOffset

uint32 GameObjectTemplate::heightOffset

Definition at line 343 of file GameObject.h.

◆ highlight

uint32 GameObjectTemplate::highlight

Definition at line 103 of file GameObject.h.

◆ IconName

std::string GameObjectTemplate::IconName

◆ ignoredByPathing

uint32 GameObjectTemplate::ignoredByPathing

Definition at line 48 of file GameObject.h.

◆ ignoreTotems

uint32 GameObjectTemplate::ignoreTotems

Definition at line 126 of file GameObject.h.

◆ intactEvent

uint32 GameObjectTemplate::intactEvent

Definition at line 351 of file GameObject.h.

◆ intactNumHits

uint32 GameObjectTemplate::intactNumHits

Definition at line 348 of file GameObject.h.

Referenced by GameObject::Create().

◆ invisible

uint32 GameObjectTemplate::invisible

Definition at line 123 of file GameObject.h.

Referenced by GameObject::Create().

◆ language

uint32 GameObjectTemplate::language

Definition at line 151 of file GameObject.h.

◆ large

uint32 GameObjectTemplate::large

Definition at line 58 of file GameObject.h.

◆ leaveLoot

uint32 GameObjectTemplate::leaveLoot

Definition at line 91 of file GameObject.h.

◆ level

uint32 GameObjectTemplate::level

Definition at line 89 of file GameObject.h.

◆ linkedTrap

uint32 GameObjectTemplate::linkedTrap

Definition at line 56 of file GameObject.h.

◆ linkedTrapId

uint32 GameObjectTemplate::linkedTrapId

Definition at line 87 of file GameObject.h.

Referenced by ObjectMgr::LoadGameObjectTemplate(), and GameObject::Use().

◆ lockId

uint32 GameObjectTemplate::lockId

Definition at line 43 of file GameObject.h.

Referenced by ObjectMgr::LoadGameObjectTemplate().

◆ logLoot

uint32 GameObjectTemplate::logLoot

Definition at line 93 of file GameObject.h.

◆ lootId

uint32 GameObjectTemplate::lootId

Definition at line 81 of file GameObject.h.

Referenced by gobject_commandscript::HandleGameObjectInfoCommand().

◆ losOK

uint32 GameObjectTemplate::losOK

Definition at line 61 of file GameObject.h.

Referenced by Spell::EffectOpenLock().

◆ mapID

uint32 GameObjectTemplate::mapID

Definition at line 219 of file GameObject.h.

Referenced by Transport::LoadStaticPassengers(), and Creature::SaveToDB().

◆ maxLevel

uint32 GameObjectTemplate::maxLevel

Definition at line 258 of file GameObject.h.

◆ maxSuccessOpens

uint32 GameObjectTemplate::maxSuccessOpens

Definition at line 85 of file GameObject.h.

Referenced by GameObject::Create(), and GameObject::Update().

◆ maxSuperiority

uint32 GameObjectTemplate::maxSuperiority

Definition at line 314 of file GameObject.h.

◆ maxTime

uint32 GameObjectTemplate::maxTime

◆ [struct]

struct { ... } GameObjectTemplate::meetingstone

◆ [struct]

struct { ... } GameObjectTemplate::miniGame

◆ minLevel

uint32 GameObjectTemplate::minLevel

Definition at line 257 of file GameObject.h.

◆ minSuccessOpens

uint32 GameObjectTemplate::minSuccessOpens

Definition at line 84 of file GameObject.h.

Referenced by GameObject::Create(), and GameObject::Update().

◆ minSuperiority

uint32 GameObjectTemplate::minSuperiority

Definition at line 313 of file GameObject.h.

◆ minTime

uint32 GameObjectTemplate::minTime

◆ [struct]

◆ moveSpeed

uint32 GameObjectTemplate::moveSpeed

Definition at line 214 of file GameObject.h.

Referenced by TransportMgr::GeneratePath().

◆ name

◆ neutralEventID1

uint32 GameObjectTemplate::neutralEventID1

Definition at line 309 of file GameObject.h.

◆ neutralEventID2

uint32 GameObjectTemplate::neutralEventID2

Definition at line 310 of file GameObject.h.

◆ neutralPercent

uint32 GameObjectTemplate::neutralPercent

◆ noDamageImmune

uint32 GameObjectTemplate::noDamageImmune

Definition at line 45 of file GameObject.h.

Referenced by Spell::EffectOpenLock(), and ObjectMgr::LoadGameObjectTemplate().

◆ notInCombat

uint32 GameObjectTemplate::notInCombat

Definition at line 92 of file GameObject.h.

◆ onlyCreatorUse

uint32 GameObjectTemplate::onlyCreatorUse

Definition at line 133 of file GameObject.h.

◆ openTextID

uint32 GameObjectTemplate::openTextID

Definition at line 46 of file GameObject.h.

◆ pageID

uint32 GameObjectTemplate::pageID

Definition at line 150 of file GameObject.h.

◆ pageId

uint32 GameObjectTemplate::pageId

Definition at line 165 of file GameObject.h.

Referenced by ObjectMgr::LoadGameObjectTemplate(), and GameObject::Use().

◆ pageMaterial

uint32 GameObjectTemplate::pageMaterial

Definition at line 68 of file GameObject.h.

◆ partyOnly

uint32 GameObjectTemplate::partyOnly

Definition at line 250 of file GameObject.h.

Referenced by GameObject::Use().

◆ pause

uint32 GameObjectTemplate::pause

◆ pause1EventID

uint32 GameObjectTemplate::pause1EventID

Definition at line 186 of file GameObject.h.

◆ pause2EventID

uint32 GameObjectTemplate::pause2EventID

Definition at line 187 of file GameObject.h.

◆ pickupSpell

uint32 GameObjectTemplate::pickupSpell

Definition at line 265 of file GameObject.h.

◆ progressEventID1

uint32 GameObjectTemplate::progressEventID1

Definition at line 307 of file GameObject.h.

◆ progressEventID2

uint32 GameObjectTemplate::progressEventID2

Definition at line 308 of file GameObject.h.

◆ [struct]

struct { ... } GameObjectTemplate::questgiver

◆ questID [1/2]

uint32 GameObjectTemplate::questID

Definition at line 143 of file GameObject.h.

◆ questID [2/2]

int32 GameObjectTemplate::questID

Definition at line 107 of file GameObject.h.

Referenced by GameObject::ActivateToQuest().

◆ questId [1/2]

int32 GameObjectTemplate::questId

Definition at line 159 of file GameObject.h.

◆ questId [2/2]

uint32 GameObjectTemplate::questId

Definition at line 88 of file GameObject.h.

Referenced by GameObject::ActivateToQuest(), and GameObject::Use().

◆ questItems

uint32 GameObjectTemplate::questItems[MAX_GAMEOBJECT_QUEST_ITEMS]

◆ questList

uint32 GameObjectTemplate::questList

Definition at line 67 of file GameObject.h.

◆ radius

uint32 GameObjectTemplate::radius

◆ [struct]

struct { ... } GameObjectTemplate::raw

◆ rebuildingEvent

uint32 GameObjectTemplate::rebuildingEvent

Definition at line 367 of file GameObject.h.

◆ reqParticipants

uint32 GameObjectTemplate::reqParticipants

Definition at line 228 of file GameObject.h.

Referenced by GameObject::Use().

◆ returnAura

uint32 GameObjectTemplate::returnAura

Definition at line 267 of file GameObject.h.

◆ returnSpell

uint32 GameObjectTemplate::returnSpell

Definition at line 268 of file GameObject.h.

◆ ritualNoTargetCheck

uint32 GameObjectTemplate::ritualNoTargetCheck

Definition at line 235 of file GameObject.h.

◆ ritualPersistent

uint32 GameObjectTemplate::ritualPersistent

Definition at line 231 of file GameObject.h.

Referenced by GameObject::Use().

◆ ScriptId

◆ serverOnly

uint32 GameObjectTemplate::serverOnly

Definition at line 104 of file GameObject.h.

◆ size

◆ slots

uint32 GameObjectTemplate::slots

Definition at line 131 of file GameObject.h.

Referenced by GameObject::Use().

◆ spell

uint32 GameObjectTemplate::spell

Definition at line 300 of file GameObject.h.

◆ [struct]

struct { ... } GameObjectTemplate::spellcaster

◆ [struct]

struct { ... } GameObjectTemplate::spellFocus

◆ spellId

◆ startDelay

uint32 GameObjectTemplate::startDelay

Definition at line 119 of file GameObject.h.

Referenced by GameObject::Update().

◆ startEventID

uint32 GameObjectTemplate::startEventID

Definition at line 216 of file GameObject.h.

◆ startingValue

uint32 GameObjectTemplate::startingValue

Definition at line 319 of file GameObject.h.

◆ startOpen

◆ state1Name

uint32 GameObjectTemplate::state1Name

Definition at line 350 of file GameObject.h.

◆ stealthed

uint32 GameObjectTemplate::stealthed

Definition at line 121 of file GameObject.h.

Referenced by GameObject::Create().

◆ stopEventID

uint32 GameObjectTemplate::stopEventID

Definition at line 217 of file GameObject.h.

◆ [struct]

struct { ... } GameObjectTemplate::summoningRitual

Referenced by GameObject::Use().

◆ taxiPathId

uint32 GameObjectTemplate::taxiPathId

◆ [struct]

struct { ... } GameObjectTemplate::text

Referenced by IsUsableMounted().

◆ [struct]

◆ transportPhysics

uint32 GameObjectTemplate::transportPhysics

Definition at line 218 of file GameObject.h.

◆ [struct]

◆ [struct]

struct { ... } GameObjectTemplate::trapDoor

◆ triggeredEvent

uint32 GameObjectTemplate::triggeredEvent

Definition at line 134 of file GameObject.h.

◆ type

◆ unidirectional

uint32 GameObjectTemplate::unidirectional

Definition at line 320 of file GameObject.h.

◆ unk1

std::string GameObjectTemplate::unk1

◆ unkInt32

int32 GameObjectTemplate::unkInt32

◆ whenToPause

uint32 GameObjectTemplate::whenToPause

Definition at line 377 of file GameObject.h.

◆ winEventID1

uint32 GameObjectTemplate::winEventID1

Definition at line 303 of file GameObject.h.

◆ winEventID2

uint32 GameObjectTemplate::winEventID2

Definition at line 304 of file GameObject.h.

◆ worldState1

uint32 GameObjectTemplate::worldState1

Definition at line 220 of file GameObject.h.

◆ worldstate2

uint32 GameObjectTemplate::worldstate2

Definition at line 302 of file GameObject.h.

◆ worldstate3

uint32 GameObjectTemplate::worldstate3

Definition at line 312 of file GameObject.h.

◆ WorldStateSetsState

uint32 GameObjectTemplate::WorldStateSetsState

Definition at line 178 of file GameObject.h.


The documentation for this struct was generated from the following file: