AzerothCore 3.3.5a
OpenSource WoW Emulator
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GameObject Member List

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

_allowedLootersWorldObjectprivate
_areaIdWorldObjectprotected
_changesMaskObjectprotected
_ConcatFields(uint16 startIndex, uint16 size) constObjectprotected
_Create(ObjectGuid::LowType guidlow, HighGuid guidhigh, uint32 phaseMask)WorldObject
Object::_Create(ObjectGuid::LowType guidlow, uint32 entry, HighGuid guidhigh)Objectprotected
_currentCellMovableMapObjectprivate
_fieldNotifyFlagsObjectprotected
_floorZWorldObjectprotected
_gridRefGridObject< GameObject >private
_InitValues()Objectprotected
_IsWithinDist(WorldObject const *obj, float dist2compare, bool, bool) const overrideGameObjectinlineprivatevirtual
_liquidDataWorldObjectprotected
_LoadIntoDataField(std::string const &data, uint32 startOffset, uint32 count)Objectprotected
_lootStateUnitGUIDGameObjectprotected
_moveStateMovableMapObjectprivate
_outdoorsWorldObjectprotected
_updatePositionDataWorldObjectprotected
_zoneIdWorldObjectprotected
ActivateToQuest(Player *target) constGameObject
AddAllowedLooter(ObjectGuid guid)WorldObject
AddGuidValue(uint16 index, ObjectGuid value)Object
AddLootMode(uint16 lootMode)GameObjectinline
AddObjectToRemoveList()WorldObject
AddToGrid(GridRefMgr< GameObject > &m)GridObject< GameObject >inline
AddToNotify(uint16 f)WorldObject
AddToObjectUpdate() overrideWorldObjectvirtual
AddToObjectUpdateIfNeeded()Objectprotected
AddToSkillupList(ObjectGuid playerGuid)GameObject
AddToWorld() overrideGameObjectvirtual
AddUniqueUse(Player *player)GameObject
AddUse()GameObjectinline
AI() constGameObjectinline
AIM_Initialize()GameObjectprotected
AllowSaveToDB(bool enable)GameObjectinline
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
ApplyModUInt64Value(uint16 index, int32 val, bool apply)Object
ApplyPercentModFloatValue(uint16 index, float val, bool apply)Object
BuildCreateUpdateBlockForPlayer(UpdateData *data, Player *target)Objectvirtual
BuildFieldsUpdate(Player *, UpdateDataMapType &)Object
BuildMovementUpdate(ByteBuffer *data, uint16 flags) constObjectprotected
BuildMovementUpdateBlock(UpdateData *data, uint32 flags=0) constObject
BuildOutOfRangeUpdateBlock(UpdateData *data) constObject
BuildUpdate(UpdateDataMapType &data_map, UpdatePlayerSet &player_set) overrideWorldObjectvirtual
BuildValuesUpdate(uint8 updateType, ByteBuffer *data, Player *target) overrideGameObjectvirtual
BuildValuesUpdateBlockForPlayer(UpdateData *data, Player *target)Object
CanAlwaysSee(WorldObject const *) constWorldObjectinlineprivatevirtual
CanDetect(WorldObject const *obj, bool ignoreStealth, bool checkClient, bool checkAlert=false) constWorldObjectprivate
CanDetectInvisibilityOf(WorldObject const *obj) constWorldObjectprivate
CanDetectStealthOf(WorldObject const *obj, bool checkAlert=false) constWorldObjectprivate
CanNeverSee(WorldObject const *obj) constWorldObjectprivate
CanSeeOrDetect(WorldObject const *obj, bool ignoreStealth=false, bool distanceCheck=false, bool checkAlert=false) constWorldObject
CastSpell(Unit *target, uint32 spell)GameObject
ChairListSlotsGameObjectprotected
ChairSlotAndUser typedefGameObjectprotected
CheckRitualList()GameObjectprivate
CleanupsBeforeDelete(bool finalCleanup=true) overrideGameObjectvirtual
ClearRitualList()GameObjectprivate
ClearUpdateMask(bool remove)Object
ClearZoneScript()WorldObject
Create(ObjectGuid::LowType guidlow, uint32 name_id, Map *map, uint32 phaseMask, float x, float y, float z, float ang, G3D::Quat const &rotation, uint32 animprogress, GOState go_state, uint32 artKit=0)GameObjectvirtual
CreateModel()GameObjectprotected
CustomDataObject
Delete()GameObject
DeleteFromDB()GameObject
DespawnOrUnsummon(Milliseconds delay=0ms, Seconds forcedRespawnTime=0s)GameObject
DestroyForNearbyPlayers()WorldObject
DestroyForPlayer(Player *target, bool onDeath=false) constObjectvirtual
elunaEventsWorldObject
EnableCollision(bool enable)GameObject
EventInform(uint32 eventId)GameObject
FindMap() constWorldObjectinline
FindNearestCreature(uint32 entry, float range, bool alive=true) constWorldObject
FindNearestGameObject(uint32 entry, float range, bool onlySpawned=false) constWorldObject
FindNearestGameObjectOfType(GameobjectTypes type, float range) constWorldObject
ForceValuesUpdateAtIndex(uint32)Object
GameObject()GameObjectexplicit
GameobjectStateToInt(GOState *state) constGameObject
gameObjectToEventFlagGameObjectstatic
GetAbsoluteAngle(float x, float y) constPositioninline
GetAbsoluteAngle(Position const &pos) constPositioninline
GetAbsoluteAngle(Position const *pos) constPositioninline
GetAIName() constGameObject
GetAllowedLooters() constWorldObject
GetAngle(const Position *pos) constPosition
GetAngle(float x, float y) constPosition
GetAreaId() constWorldObject
GetByteValue(uint16 index, uint8 offset) constObject
GetChargeContactPoint(WorldObject const *obj, float &x, float &y, float &z, float distance2d=CONTACT_DISTANCE) constWorldObject
GetClosePoint(float &x, float &y, float &z, float size, float distance2d=0, float angle=0, WorldObject const *forWho=nullptr, bool force=false) constWorldObject
GetCollisionHeight() constWorldObjectinlinevirtual
GetCollisionRadius() constWorldObjectinlinevirtual
GetCollisionWidth() constWorldObjectinlinevirtual
GetCombatReach() constWorldObjectinlinevirtual
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
GetCreaturesWithEntryInRange(std::list< Creature * > &creatureList, float radius, uint32 entry)WorldObject
GetCurrentCell() constMovableMapObjectinlineprivate
GetDeadCreatureListInGrid(std::list< Creature * > &lList, float maxSearchRange, bool alive=false) constWorldObject
GetDebugInfo() const overrideGameObjectvirtual
GetDestructibleState() constGameObjectinline
GetDisplayId() constGameObjectinline
GetDistance(WorldObject const *obj) constWorldObject
GetDistance(const Position &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
GetDynamicFlags() const overrideGameObjectinlinevirtual
GetEntry() constObjectinline
GetExactDist(float x, float y, float z) constPositioninline
GetExactDist(Position const &pos) constPositioninline
GetExactDist(Position const *pos) constPositioninline
GetExactDist2d(const float x, const float y) constPositioninline
GetExactDist2d(Position const &pos) constPositioninline
GetExactDist2d(Position const *pos) constPositioninline
GetExactDist2dSq(const float x, const float y) constPositioninline
GetExactDist2dSq(Position const &pos) constPositioninline
GetExactDist2dSq(Position const *pos) constPositioninline
GetExactDistSq(float x, float y, float z) constPositioninline
GetExactDistSq(Position const &pos) constPositioninline
GetExactDistSq(Position const *pos) constPositioninline
GetFirstCollisionPosition(float startX, float startY, float startZ, float destX, float destY)WorldObject
GetFirstCollisionPosition(float destX, float destY, float destZ)WorldObject
GetFirstCollisionPosition(float dist, float angle)WorldObject
GetFishLoot(Loot *loot, Player *loot_owner)GameObject
GetFishLootJunk(Loot *loot, Player *loot_owner)GameObject
GetFloatValue(uint16 index) constObject
GetFloorZ() constWorldObject
GetGameObjectData() constGameObjectinline
GetGameObjectFlags() constGameObjectinline
GetGameObjectListWithEntryInGrid(std::list< GameObject * > &lList, uint32 uiEntry, float fMaxSearchRange) constWorldObject
GetGoAnimProgress() constGameObjectinline
GetGoArtKit() constGameObjectinline
GetGOInfo() constGameObjectinline
GetGoState() constGameObjectinline
GetGoType() constGameObjectinline
GetGOValue() constGameObjectinline
GetGridActivationRange() constWorldObject
GetGUID(Object const *o)Objectinlinestatic
GetGUID() constObjectinline
GetGuidValue(uint16 index) constObject
GetHitSpherePointFor(Position const &dest, Optional< float > collisionHeight={ }, Optional< float > combatReach={ }) constWorldObject
GetHitSpherePointFor(Position const &dest, float &x, float &y, float &z, Optional< float > collisionHeight={ }, Optional< float > combatReach={ }) constWorldObject
GetInstanceId() constWorldObjectinline
GetInstanceScript() constWorldObject
GetInt32Value(uint16 index) constObject
GetInteractionDistance() constGameObject
getLevelForTarget(WorldObject const *target) const overrideGameObjectinlinevirtual
GetLinkedTrap()GameObject
GetLiquidData() constWorldObject
GetLocalRotation() constGameObjectinline
GetLootGenerationTime() constGameObjectinline
GetLootMode() constGameObjectinline
GetLootRecipient() constGameObject
GetLootRecipientGroup() constGameObject
getLootState() constGameObjectinline
GetMap() constWorldObjectinline
GetMapHeight(float x, float y, float z, bool vmap=true, float distanceToSearch=50.0f) constWorldObject
GetMapId() constWorldLocationinline
GetMapWaterOrGroundLevel(float x, float y, float z, float *ground=nullptr) constWorldObject
GetMinHeightInWater() constWorldObject
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, float controlZ=0, Position const *startPos=nullptr) constWorldObject
GetNearPoint2D(WorldObject const *searcher, float &x, float &y, float distance, float absAngle, Position const *startPos=nullptr) constWorldObject
GetNearPoint2D(float &x, float &y, float distance, float absAngle, Position const *startPos=nullptr) constWorldObject
GetNearPosition(float dist, float angle)WorldObject
GetNotifyFlags() constWorldObjectinline
GetObjectScale() constObjectinline
GetObjectSize() constWorldObject
GetOrientation() constPositioninline
GetOwner() constGameObject
GetOwnerGUID() constGameObjectinline
GetPackedLocalRotation() constGameObjectinline
GetPackGUID() constObjectinline
GetPhaseMask() constWorldObjectinline
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() constPositioninline
GetPositionOffsetTo(const Position &endPos, Position &retOffset) constPosition
GetPositionWithOffset(Position const &offset) constPosition
GetPositionX() constPositioninline
GetPositionY() constPositioninline
GetPositionZ() constPositioninline
GetRandomNearPosition(float radius)WorldObject
GetRandomPoint(const Position &srcPos, float distance, float &rand_x, float &rand_y, float &rand_z) constWorldObject
GetRandomPoint(const Position &srcPos, float distance) constWorldObject
GetRelativeAngle(const Position *pos) constPositioninline
GetRelativeAngle(float x, float y) constPositioninline
GetRespawnDelay() constGameObjectinline
GetRespawnPosition(float &x, float &y, float &z, float *ori=nullptr) constGameObject
GetRespawnTime() constGameObjectinline
GetRespawnTimeEx() constGameObject
GetScriptId() constGameObjectvirtual
GetSightRange(WorldObject const *target=nullptr) constWorldObjectvirtual
GetSinCos(float x, float y, float &vsin, float &vcos) constPosition
GetSpawnId() constGameObjectinline
GetSpellForLock(Player const *player) constGameObject
GetSpellId() constGameObjectinline
GetStationaryO() const overrideGameObjectinlinevirtual
GetStationaryX() const overrideGameObjectinlinevirtual
GetStationaryY() const overrideGameObjectinlinevirtual
GetStationaryZ() const overrideGameObjectinlinevirtual
GetTemplateAddon() constGameObject
GetTransGUID() constWorldObjectvirtual
GetTransOffsetO() constWorldObjectinline
GetTransOffsetX() constWorldObjectinline
GetTransOffsetY() constWorldObjectinline
GetTransOffsetZ() constWorldObjectinline
GetTransport() constWorldObjectinline
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
GetVoidClosePoint(float &x, float &y, float &z, float size, float distance2d=0, float relAngle=0, float controlZ=0) constWorldObject
GetWorldLocation(uint32 &mapId, float &x, float &y) constWorldLocationinline
GetWorldLocation(uint32 &mapId, float &x, float &y, float &z) constWorldLocationinline
GetWorldLocation(uint32 &mapId, float &x, float &y, float &z, float &o) constWorldLocationinline
GetWorldLocation(WorldLocation *location) constWorldLocationinline
GetWorldLocation() constWorldLocationinline
GetWorldRotation() constGameObject
GetZoneAndAreaId(uint32 &zoneid, uint32 &areaid) constWorldObject
GetZoneId() constWorldObject
GetZoneScript() constWorldObjectinline
HasAllowedLooter(ObjectGuid guid) constWorldObject
HasByteFlag(uint16 index, uint8 offset, uint8 flag) constObject
HasDynamicFlag(uint32 flag) constObjectinline
HasFlag(uint16 index, uint32 flag) constObject
HasFlag64(uint16 index, uint64 flag) constObject
HasGameObjectFlag(GameObjectFlags flags) constGameObjectinline
HasInArc(float arcangle, const Position *pos, float targetRadius=0.0f) constPosition
HasInLine(Position const *pos, float width) constPosition
hasInvolvedQuest(uint32 quest_id) const overrideGameObjectvirtual
HasLootMode(uint16 lootMode) constGameObjectinline
HasLootRecipient() constGameObjectinline
hasQuest(uint32 quest_id) const overrideGameObjectvirtual
InSamePhase(WorldObject const *obj) constWorldObjectinline
InSamePhase(uint32 phasemask) constWorldObjectinline
isActiveObject() constWorldObjectinline
IsAllowedToSaveToDB() constGameObjectinline
IsAlwaysDetectableFor(WorldObject const *) constWorldObjectinlineprotectedvirtual
IsAlwaysVisibleFor(WorldObject const *seer) const overrideGameObjectvirtual
IsAtInteractDistance(Position const &pos, float radius) constGameObject
IsAtInteractDistance(Player const *player, SpellInfo const *spell=nullptr) constGameObject
IsCorpse() constObjectinline
IsDestructibleBuilding() constGameObject
IsDynamicObject() constObjectinline
IsFarVisible() constWorldObjectinline
IsGameObject() constObjectinline
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(const Position *pos, float dist) constPositioninline
IsInDist2d(float x, float y, float dist) constPositioninline
IsInDist2d(const Position *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(ObjectGuid playerGuid) constGameObject
IsInstanceGameobject() constGameObject
IsInvisibleDueToDespawn() const overrideGameObjectvirtual
IsInWintergrasp() constWorldObjectinline
IsInWorld() constObjectinline
IsItem() constObjectinline
IsLootAllowedFor(Player const *player) constGameObject
IsMotionTransport() constGameObjectinline
isNeedNotify(uint16 f) constWorldObjectinline
IsNeverVisible() const overrideGameObjectvirtual
IsOutdoors() constWorldObject
IsPermanentWorldObject() constWorldObjectinline
IsPlayer() constObjectinline
IsPositionValid() constPosition
IsSelfOrInSameMap(WorldObject const *obj) constWorldObject
isSpawned() constGameObjectinline
isSpawnedByDefault() constGameObjectinline
IsStaticTransport() constGameObjectinline
IsTransport() constGameObject
isType(uint16 mask) constObjectinline
IsVisibilityOverridden() constWorldObjectinline
IsWithinBox(const Position &center, float xradius, float yradius, float zradius) constPosition
IsWithinDist(WorldObject const *obj, float dist2compare, bool is3D=true, bool useBoundingRadius=true) constWorldObject
IsWithinDist2d(float x, float y, float dist) constWorldObject
IsWithinDist2d(const Position *pos, float dist) constWorldObject
IsWithinDist3d(float x, float y, float z, float dist) constWorldObject
IsWithinDist3d(const Position *pos, float dist) constWorldObject
IsWithinDistInMap(Player const *player) constGameObject
IsWithinDistInMap(WorldObject const *obj, float dist2compare, bool is3D=true, bool useBoundingRadius=true) constGameObject
IsWithinLOS(float x, float y, float z, VMAP::ModelIgnoreFlags ignoreFlags=VMAP::ModelIgnoreFlags::Nothing, LineOfSightChecks checks=LINEOFSIGHT_ALL_CHECKS) constWorldObject
IsWithinLOSInMap(WorldObject const *obj, VMAP::ModelIgnoreFlags ignoreFlags=VMAP::ModelIgnoreFlags::Nothing, LineOfSightChecks checks=LINEOFSIGHT_ALL_CHECKS, Optional< float > collisionHeight={ }, Optional< float > combatReach={ }) constWorldObject
IsWorldObject() constWorldObject
LastUsedScriptIDWorldObject
LoadFromDB(ObjectGuid::LowType guid, Map *map)GameObjectinline
LoadGameObjectFromDB(ObjectGuid::LowType guid, Map *map, bool addToMap=true)GameObject
LookupFishingHoleAround(float range)GameObject
lootGameObject
lootingGroupLowGUIDGameObject
m_AIGameObjectprivate
m_allowModifyDestructibleBuildingGameObjectprotected
m_cooldownTimeGameObjectprotected
m_currMapWorldObjectprivate
m_despawnDelayGameObjectprotected
m_despawnRespawnTimeGameObjectprotected
m_executed_notifiesWorldObjectprivate
m_floatValuesObject
m_goDataGameObjectprotected
m_goInfoGameObjectprotected
m_goValueGameObjectprotected
m_groupLootTimerGameObject
m_InstanceIdWorldObjectprivate
m_int32ValuesObject
m_invisibilityWorldObject
m_invisibilityDetectWorldObject
m_inWorldObjectprivate
m_isActiveWorldObjectprotected
m_isFarVisibleWorldObjectprotected
m_isWorldObjectWorldObjectprotected
m_linkedTrapGameObjectprotected
m_localRotationGameObjectprotected
m_lootGenerationTimeGameObjectprotected
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_packedRotationGameObjectprotected
m_PackGUIDObjectprivate
m_phaseMaskWorldObjectprivate
m_positionXPosition
m_positionYPosition
m_positionZPosition
m_respawnDelayTimeGameObjectprotected
m_respawnTimeGameObjectprotected
m_restockTimeGameObjectprotected
m_ritualOwnerGUIDGameObjectprotected
m_saveStateOnDbGameObjectprivate
m_serverSideVisibilityWorldObject
m_serverSideVisibilityDetectWorldObject
m_SkillupListGameObjectprotected
m_spawnedByDefaultGameObjectprotected
m_spawnIdGameObjectprotected
m_spellIdGameObjectprotected
m_stationaryPositionGameObjectprotected
m_stealthWorldObject
m_stealthDetectWorldObject
m_transportWorldObjectprotected
m_uint32ValuesObject
m_unique_usersGameObjectprotected
m_updateFlagObjectprotected
m_useCombinedPhasesWorldObjectprivate
m_usetimesGameObjectprotected
m_valuesCountObjectprotected
m_visibilityDistanceOverrideWorldObjectprotected
m_zoneScriptWorldObjectprotected
ModifyHealth(int32 change, Unit *attackerOrHealer=nullptr, uint32 spellId=0)GameObject
MovableMapObject()=defaultMovableMapObjectprotected
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(const Object &)Objectprivate
operator G3D::Vector3() constPositioninline
operator!=(Position const &a)Positioninline
Object::operator=(Object const &)Objectprivate
WorldLocation::operator=(const Position &)=defaultPosition
WorldLocation::operator=(Position &&)=defaultPosition
operator==(Position const &a) constPosition
PlayDirectMusic(uint32 music_id, Player *target=nullptr)WorldObject
PlayDirectSound(uint32 sound_id, Player *target=nullptr)WorldObject
PlayDistanceSound(uint32 sound_id, Player *target=nullptr)WorldObject
PlayRadiusMusic(uint32 music_id, float radius)WorldObject
PlayRadiusSound(uint32 sound_id, float radius)WorldObject
Position(float x=0, float y=0, float z=0, float o=0)Positioninline
Position(Position const &loc)Positioninline
Position(Position &&)=defaultPosition
PositionXYZOStream()Positioninline
PositionXYZStream()Positioninline
PrintIndexError(uint32 index, bool set) constObjectprivate
ProcessPositionDataChanged(PositionFullTerrainStatus const &data)WorldObjectprotectedvirtual
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(const Position &pos)Positioninline
Relocate(const Position *pos)Positioninline
RelocateOffset(const Position &offset)Position
RelocatePolarOffset(float angle, float dist, float z=0.0f)Position
RemoveAllowedLooter(ObjectGuid guid)WorldObject
RemoveByteFlag(uint16 index, uint8 offset, uint8 newFlag)Object
RemoveDynamicFlag(uint32 flag)Objectinlinevirtual
RemoveFieldNotifyFlag(uint16 flag)Objectinline
RemoveFlag(uint16 index, uint32 oldFlag)Object
RemoveFlag64(uint16 index, uint64 oldFlag)Object
RemoveFromGrid()GridObject< GameObject >inline
RemoveFromNotify(uint16 f)WorldObjectinline
RemoveFromObjectUpdate() overrideWorldObjectvirtual
RemoveFromOwner()GameObjectprivate
RemoveFromWorld() overrideGameObjectvirtual
RemoveGameObjectFlag(GameObjectFlags flags)GameObjectinline
RemoveGuidValue(uint16 index, ObjectGuid value)Object
RemoveLootMode(uint16 lootMode)GameObjectinline
ReplaceAllDynamicFlags(uint32 flag) overrideGameObjectinlinevirtual
ReplaceAllGameObjectFlags(GameObjectFlags flags)GameObjectinline
ResetAllNotifies()WorldObjectinline
ResetAllowedLooters()WorldObject
ResetDoorOrButton()GameObject
ResetLootMode()GameObjectinline
ResetMap()WorldObjectvirtual
Respawn()GameObject
SaveRespawnTime() overrideGameObjectinlinevirtual
SaveRespawnTime(uint32 forceDelay)GameObject
SaveStateToDB()GameObject
SaveToDB(bool saveAddon=false)GameObject
SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask, bool saveAddon=false)GameObject
SelectNearestPlayer(float distance=0) constWorldObject
SendCustomAnim(uint32 anim)GameObject
SendMessageToSet(WorldPacket const *data, bool self) constWorldObjectvirtual
SendMessageToSet(WorldPacket const *data, Player const *skipped_rcvr) constWorldObjectvirtual
SendMessageToSetInRange(WorldPacket const *data, float dist, bool self) constWorldObjectvirtual
SendObjectDeSpawnAnim(ObjectGuid guid)WorldObject
SendPlayMusic(uint32 Music, bool OnlySelf)WorldObject
SendUpdateToPlayer(Player *player)Object
setActive(bool isActiveObject)WorldObject
SetAllowedLooters(GuidUnorderedSet const looters)WorldObject
SetByteFlag(uint16 index, uint8 offset, uint8 newFlag)Object
SetByteValue(uint16 index, uint8 offset, uint8 value)Object
SetCurrentCell(Cell const &cell)MovableMapObjectinlineprivate
SetDestructibleBuildingModifyState(bool allow)GameObjectinline
SetDestructibleState(GameObjectDestructibleState state, Player *eventInvoker=nullptr, bool setHealth=false)GameObject
SetDisplayId(uint32 displayid)GameObject
SetDynamicFlag(uint32 flag)Objectinlinevirtual
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
SetGameObjectFlag(GameObjectFlags flags)GameObjectinline
SetGoAnimProgress(uint8 animprogress)GameObjectinline
SetGoArtKit(uint8 artkit)GameObject
SetGoArtKit(uint8 artkit, GameObject *go, ObjectGuid::LowType lowguid=0)GameObjectstatic
SetGoState(GOState state)GameObject
SetGoType(GameobjectTypes type)GameObjectinline
SetGuidValue(uint16 index, ObjectGuid value)Object
SetInt16Value(uint16 index, uint8 offset, int16 value)Objectinline
SetInt32Value(uint16 index, int32 value)Object
SetLinkedTrap(GameObject *linkedTrap)GameObjectinline
SetLocalRotation(G3D::Quat const &rot)GameObject
SetLocalRotationAngles(float z_rot, float y_rot, float x_rot)GameObject
SetLocationInstanceId(uint32 _instanceId)WorldObjectinlineprotected
SetLocationMapId(uint32 _mapId)WorldObjectinlineprotected
SetLootGenerationTime()GameObject
SetLootMode(uint16 lootMode)GameObjectinline
SetLootRecipient(Creature *creature)GameObject
SetLootRecipient(Map *map)GameObject
SetLootState(LootState s, Unit *unit=nullptr)GameObject
SetMap(Map *map)WorldObjectvirtual
SetMapId(uint32 mapId)WorldLocationinline
SetName(std::string const &newname)WorldObjectinline
SetNotified(uint16 f)WorldObjectinline
SetObjectScale(float scale)Objectinlinevirtual
SetOrientation(float orientation)Positioninline
SetOwnerGUID(ObjectGuid owner)GameObjectinline
SetPhaseMask(uint32 newPhaseMask, bool update) overrideGameObjectvirtual
SetPosition(float x, float y, float z, float o)GameObject
SetPosition(const Position &pos)GameObjectinline
SetPositionDataUpdate()WorldObject
SetRespawnDelay(int32 respawn)GameObject
SetRespawnTime(int32 respawn)GameObject
SetSpawnedByDefault(bool b)GameObjectinline
SetSpellId(uint32 id)GameObjectinline
SetStatFloatValue(uint16 index, float value)Object
SetStatInt32Value(uint16 index, int32 value)Object
SetTransport(Transport *t)WorldObjectinline
SetTransportPathRotation(float qx, float qy, float qz, float qw)GameObject
SetUInt16Value(uint16 index, uint8 offset, uint16 value)Object
SetUInt32Value(uint16 index, uint32 value)Object
SetUInt64Value(uint16 index, uint64 value)Object
SetVisibilityDistanceOverride(VisibilityDistanceType type)WorldObject
SetWorldObject(bool apply)WorldObject
SetZoneScript()WorldObject
SummonCreature(uint32 id, const Position &pos, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0, SummonPropertiesEntry const *properties=nullptr, bool visibleBySummonerOnly=false) constWorldObject
SummonCreature(uint32 id, float x, float y, float z, float ang=0, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, SummonPropertiesEntry const *properties=nullptr, bool visibleBySummonerOnly=false)WorldObject
SummonCreatureGroup(uint8 group, std::list< TempSummon * > *list=nullptr)WorldObject
SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime, bool checkTransport=true, GOSummonType summonType=GO_SUMMON_TIMED_OR_CORPSE_DESPAWN)WorldObject
SummonTrigger(float x, float y, float z, float ang, uint32 dur, bool setLevel=false, CreatureAI *(*GetAI)(Creature *)=nullptr)WorldObject
SwitchDoorOrButton(bool activate, bool alternative=false)GameObjectprivate
ToAbsoluteAngle(float relAngle) constPositioninline
ToCorpse()Objectinline
ToCorpse() constObjectinline
ToCreature()Objectinline
ToCreature() constObjectinline
ToDynObject()Objectinline
ToDynObject() constObjectinline
ToGameObject()Objectinline
ToGameObject() constObjectinline
ToggleFlag(uint16 index, uint32 flag)Object
ToggleFlag64(uint16 index, uint64 flag)Object
ToMotionTransport()GameObjectinline
ToMotionTransport() constGameObjectinline
ToPlayer()Objectinline
ToPlayer() constObjectinline
ToStaticTransport()GameObjectinline
ToStaticTransport() constGameObjectinline
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, float *groundZ=nullptr) constWorldObject
UpdateGroundPositionZ(float x, float y, float &z) constWorldObject
UpdateModel()GameObjectprotected
UpdateModelPosition()GameObject
UpdateObjectVisibility(bool forced=true, bool fromUpdate=false)WorldObjectvirtual
UpdatePackedRotation()GameObjectprivate
UpdatePositionData()WorldObject
UpdateUInt32Value(uint16 index, uint32 value)Object
Use(Unit *user)GameObject
UseDoorOrButton(uint32 time_to_restore=0, bool alternative=false, Unit *user=nullptr)GameObject
ValidateGameobjectType() constGameObject
WorldLocation(uint32 _mapId=MAPID_INVALID, float x=0.f, float y=0.f, float z=0.f, float o=0.f)WorldLocationinlineexplicit
WorldLocation(uint32 mapId, Position const &position)WorldLocationinline
WorldObject(bool isWorldObject)WorldObjectexplicitprotected
WorldRelocate(const WorldLocation &loc)WorldLocationinline
WorldRelocate(uint32 mapId=MAPID_INVALID, float x=0.f, float y=0.f, float z=0.f, float o=0.f)WorldLocationinline
~GameObject() overrideGameObject
~Object()Objectvirtual
~WorldObject() overrideWorldObject