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ObjectManager » Models » IMe

Namespace: Mayo.Manager.Objects
Namespace: Mayo.Manager.Objects.Interface
Dependencies: IMeIPlayerIUnitIBase
GameClient: GC.OM.Me


Also includes all properties from IPlayer, IUnit and IBase.


UInt128 LocalGUID

Alternative to IBase → GUID.

bool IsInLoadingScreen
UInt128 LocalTargetGUID

GUID of the current selected target.
Alternative to IUnit → TargetGUID.

string LocalName

Name of the logged-in character.

string LocalRealmName

Server name.

bool IsIndoor

Is inside a building, tent, or cave.

int ZoneID
int ContinentID
string MapName
string ContinentName
string ZoneName
string DungeonName
bool IsInDungeon
bool IsInClassicDungeon

Is within a dungeon on the continent of Eastern Kingdoms or Kalimdor.

bool IsInBattleground
string BattlegroundName
bool IsInMajorCity

Is within a major city like Orgrimmar, Stormwind, Dalaran, etc.

bool IsOnFlighableContinent

Returns true if the continent the player is currently on can be used with a flying mount.

Vector3 LocalCorpsePosition

Position of the corpse.
Only available after the ghost has been released.

double CorpseDistance

Distance to the corpse in yards.
Only available after the ghost has been released.

bool IsInVashjir
string LastErrorMessage

Returns the last error message issued.
This is the red text that appears in the middle of the screen after, for example, you want to attack a target that is too far away.

int CurrentXP
int MaxXP
int Money

Current amount of gold, shown in copper.
10.000 Copper | = | 1 Gold

Example
var Money = GC.OM.Me.Money;
var (Gold, Silver, Copper, Formatted) = CustomMath.CopperToGold(Money);

Log.Write($"{Gold} Gold");
Log.Write($"{Silver} Silver");
Log.Write($"{Copper} Copper");
Log.Write(Formatted);
bool HasFullBags

Checks all equipped bags for free bag slots.
Returns true if there are <= 1 free bag slot.

List<Skill> Skills

Returns a list of all available/learned skills.
See: SkillManager → Classes → Skill

Example
var Skills = GC.OM.Me.Skills;
foreach (var Skill in Skills)
    Log.Write($"Type: {Skill.Type} | Rank: {Skill.Rank}/{Skill.MaxRank}");

Log.Write($"---");
Log.Write($"{Skills.Count} skills found.");
bool HasSkill(Constants.Skill Skill, int Rank = 0)

Returns true if the skill is available/learned.
You can also specify the minimum rank that must be met.

Core → Constants → Skill → Skill

int GetSkillRank(Constants.Skill Skill)

Returns the current skill rank or 0 if not available/learned.
Core → Constants → Skill → Skill

bool IsInGroup
int ComboPoints
bool IsInCombat

A more detailed check.
It also checks to see if any other units are engaged in combat with the player.
Overwrites IUnit → IsInCombat.