Skip to content

Core » Constants » GameObject

Namespace: Mayo.Core Class: Constants


enum GameObjectSubType
{
    Door = 0,
    Button = 1,
    Questgiver = 2,
    Chest = 3,
    Binder = 4,
    Generic = 5,
    Trap = 6,
    Chair = 7,
    SpellFocus = 8,
    Text = 9,
    Goober = 10,
    TransportElevator = 11,
    AreaDamage = 12,
    Camera = 13,
    MapObject = 14,
    MapObjectTransport = 15,
    DuelFlag = 16,
    FishingNode = 17,
    Ritual = 18,
    Mailbox = 19,
    DONOTUSE1 = 20,
    GuardPost = 21,
    SpellCaster = 22,
    MeetingStone = 23,
    FlagStand = 24,
    FishingHole = 25,
    FlagDrop = 26,
    MiniGame = 27,
    DONOTUSE2 = 28,
    ControlZone = 29,
    AuraGenerator = 30,
    DungeonDifficulty = 31,
    BarberChair = 32,
    DestructibleBuilding = 33,
    GuildBank = 34,
    Trapdoor = 35,
    Newflag = 36,
    Newflagdrop = 37,
    GarrisonBuilding = 38,
    GarrisonPlot = 39,
    ClientCreature = 40,
    ClientItem = 41,
    CapturePoint = 42,
    PhaseableMO = 43,
    GarrisonMonument = 44,
    GarrisonShipment = 45,
    GarrisonMonumentPlaque = 46,
    ItemForge = 47,
    UILink = 48,
    KeystoneReceptacle = 49,
    GatheringNode = 50,
    ChallengeModeReward = 51,
    Multi = 52,
    SiegeableMulti = 53,
    SiegeableMapObject = 54,
    PVPReward = 55,
    PlayerChoiceChest = 56,
    LegendaryForge = 57,
    GarrTalentTree = 58,
    WeeklyRewardChest = 59,
    ClientModel = 60,
    All,
    Unknown,
    None,
}
enum GameObjectStatus
{
    IsUnused = 1,
}
enum GameObjectFlags
{
    IsInUse = 0x00000001,                   // disables interaction while animated
    IsLocked = 0x00000002,                  // require key, spell, event, etc to be opened. Makes "Locked" appear in tooltip
    InteractionCondition = 0x00000004,      // cannot interact (condition to interact - requires GO_DYNFLAG_LO_ACTIVATE to enable interaction clientside)
    IsTransport = 0x00000008,               // any kind of transport? Object can transport (elevator, boat, car)
    NotSelectable = 0x00000010,             // not selectable even in GM mode
    NoDespawn = 0x00000020,                 // never despawn, typically for doors, they just change state
    IsAIObstacle = 0x00000040,              // makes the client register the object in something called AIObstacleMgr, unknown what it does
    FreezeAnimation = 0x00000080,
    IsDamaged = 0x00000200,                 // when "visually" damaged.
    IsDestroyed = 0x00000400,
}