[7715] Provided way for scripts set alternative gameobject state for client show.
[AHbot.git] / src / game / GameObject.h
blob5b88a6b23bda0081b7875dffc2944b48d3eb8c02
1 /*
2 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 #ifndef MANGOSSERVER_GAMEOBJECT_H
20 #define MANGOSSERVER_GAMEOBJECT_H
22 #include "Common.h"
23 #include "SharedDefines.h"
24 #include "Object.h"
25 #include "LootMgr.h"
26 #include "Database/DatabaseEnv.h"
28 // GCC have alternative #pragma pack(N) syntax and old gcc version not support pack(push,N), also any gcc version not support it at some platform
29 #if defined( __GNUC__ )
30 #pragma pack(1)
31 #else
32 #pragma pack(push,1)
33 #endif
35 // from `gameobject_template`
36 struct GameObjectInfo
38 uint32 id;
39 uint32 type;
40 uint32 displayId;
41 char *name;
42 char *IconName;
43 char *castBarCaption;
44 uint32 faction;
45 uint32 flags;
46 float size;
47 union // different GO types have different data field
49 //0 GAMEOBJECT_TYPE_DOOR
50 struct
52 uint32 startOpen; //0 used client side to determine GO_ACTIVATED means open/closed
53 uint32 lockId; //1 -> Lock.dbc
54 uint32 autoCloseTime; //2 secs till autoclose = autoCloseTime / 0x10000
55 uint32 noDamageImmune; //3 break opening whenever you recieve damage?
56 uint32 openTextID; //4 can be used to replace castBarCaption?
57 uint32 closeTextID; //5
58 } door;
59 //1 GAMEOBJECT_TYPE_BUTTON
60 struct
62 uint32 startOpen; //0
63 uint32 lockId; //1 -> Lock.dbc
64 uint32 autoCloseTime; //2 secs till autoclose = autoCloseTime / 0x10000
65 uint32 linkedTrap; //3
66 uint32 noDamageImmune; //4 isBattlegroundObject
67 uint32 large; //5
68 uint32 openTextID; //6 can be used to replace castBarCaption?
69 uint32 closeTextID; //7
70 uint32 losOK; //8
71 } button;
72 //2 GAMEOBJECT_TYPE_QUESTGIVER
73 struct
75 uint32 lockId; //0 -> Lock.dbc
76 uint32 questList; //1
77 uint32 pageMaterial; //2
78 uint32 gossipID; //3
79 uint32 customAnim; //4
80 uint32 noDamageImmune; //5
81 uint32 openTextID; //6 can be used to replace castBarCaption?
82 uint32 losOK; //7
83 uint32 allowMounted; //8
84 uint32 large; //9
85 } questgiver;
86 //3 GAMEOBJECT_TYPE_CHEST
87 struct
89 uint32 lockId; //0 -> Lock.dbc
90 uint32 lootId; //1
91 uint32 chestRestockTime; //2
92 uint32 consumable; //3
93 uint32 minSuccessOpens; //4
94 uint32 maxSuccessOpens; //5
95 uint32 eventId; //6 lootedEvent
96 uint32 linkedTrapId; //7
97 uint32 questId; //8 not used currently but store quest required for GO activation for player
98 uint32 level; //9
99 uint32 losOK; //10
100 uint32 leaveLoot; //11
101 uint32 notInCombat; //12
102 uint32 logLoot; //13
103 uint32 openTextID; //14 can be used to replace castBarCaption?
104 uint32 groupLootRules; //15
105 } chest;
106 //5 GAMEOBJECT_TYPE_GENERIC
107 struct
109 uint32 floatingTooltip; //0
110 uint32 highlight; //1
111 uint32 serverOnly; //2
112 uint32 large; //3
113 uint32 floatOnWater; //4
114 uint32 questID; //5
115 } _generic;
116 //6 GAMEOBJECT_TYPE_TRAP
117 struct
119 uint32 lockId; //0 -> Lock.dbc
120 uint32 level; //1
121 uint32 radius; //2 radius for trap activation
122 uint32 spellId; //3
123 uint32 charges; //4 need respawn (if > 0)
124 uint32 cooldown; //5 time in secs
125 uint32 autoCloseTime; //6
126 uint32 startDelay; //7
127 uint32 serverOnly; //8
128 uint32 stealthed; //9
129 uint32 large; //10
130 uint32 stealthAffected; //11
131 uint32 openTextID; //12 can be used to replace castBarCaption?
132 uint32 closeTextID; //13
133 } trap;
134 //7 GAMEOBJECT_TYPE_CHAIR
135 struct
137 uint32 slots; //0
138 uint32 height; //1
139 uint32 onlyCreatorUse; //2
140 } chair;
141 //8 GAMEOBJECT_TYPE_SPELL_FOCUS
142 struct
144 uint32 focusId; //0
145 uint32 dist; //1
146 uint32 linkedTrapId; //2
147 uint32 serverOnly; //3
148 uint32 questID; //4
149 uint32 large; //5
150 } spellFocus;
151 //9 GAMEOBJECT_TYPE_TEXT
152 struct
154 uint32 pageID; //0
155 uint32 language; //1
156 uint32 pageMaterial; //2
157 uint32 allowMounted; //3
158 } text;
159 //10 GAMEOBJECT_TYPE_GOOBER
160 struct
162 uint32 lockId; //0 -> Lock.dbc
163 uint32 questId; //1
164 uint32 eventId; //2
165 uint32 autoCloseTime; //3
166 uint32 customAnim; //4
167 uint32 consumable; //5
168 uint32 cooldown; //6
169 uint32 pageId; //7
170 uint32 language; //8
171 uint32 pageMaterial; //9
172 uint32 spellId; //10
173 uint32 noDamageImmune; //11
174 uint32 linkedTrapId; //12
175 uint32 large; //13
176 uint32 openTextID; //14 can be used to replace castBarCaption?
177 uint32 closeTextID; //15
178 uint32 losOK; //16 isBattlegroundObject
179 uint32 allowMounted; //17
180 } goober;
181 //11 GAMEOBJECT_TYPE_TRANSPORT
182 struct
184 uint32 pause; //0
185 uint32 startOpen; //1
186 uint32 autoCloseTime; //2 secs till autoclose = autoCloseTime / 0x10000
187 } transport;
188 //12 GAMEOBJECT_TYPE_AREADAMAGE
189 struct
191 uint32 lockId; //0
192 uint32 radius; //1
193 uint32 damageMin; //2
194 uint32 damageMax; //3
195 uint32 damageSchool; //4
196 uint32 autoCloseTime; //5 secs till autoclose = autoCloseTime / 0x10000
197 uint32 openTextID; //6
198 uint32 closeTextID; //7
199 } areadamage;
200 //13 GAMEOBJECT_TYPE_CAMERA
201 struct
203 uint32 lockId; //0 -> Lock.dbc
204 uint32 cinematicId; //1
205 uint32 eventID; //2
206 uint32 openTextID; //3 can be used to replace castBarCaption?
207 } camera;
208 //15 GAMEOBJECT_TYPE_MO_TRANSPORT
209 struct
211 uint32 taxiPathId; //0
212 uint32 moveSpeed; //1
213 uint32 accelRate; //2
214 uint32 startEventID; //3
215 uint32 stopEventID; //4
216 uint32 transportPhysics; //5
217 uint32 mapID; //6
218 } moTransport;
219 //17 GAMEOBJECT_TYPE_FISHINGNODE
220 struct
222 uint32 _data0; //0
223 uint32 lootId; //1
224 } fishnode;
225 //18 GAMEOBJECT_TYPE_SUMMONING_RITUAL
226 struct
228 uint32 reqParticipants; //0
229 uint32 spellId; //1
230 uint32 animSpell; //2
231 uint32 ritualPersistent; //3
232 uint32 casterTargetSpell; //4
233 uint32 casterTargetSpellTargets; //5
234 uint32 castersGrouped; //6
235 uint32 ritualNoTargetCheck; //7
236 } summoningRitual;
237 //20 GAMEOBJECT_TYPE_AUCTIONHOUSE
238 struct
240 uint32 actionHouseID; //0
241 } auctionhouse;
242 //21 GAMEOBJECT_TYPE_GUARDPOST
243 struct
245 uint32 creatureID; //0
246 uint32 charges; //1
247 } guardpost;
248 //22 GAMEOBJECT_TYPE_SPELLCASTER
249 struct
251 uint32 spellId; //0
252 uint32 charges; //1
253 uint32 partyOnly; //2
254 } spellcaster;
255 //23 GAMEOBJECT_TYPE_MEETINGSTONE
256 struct
258 uint32 minLevel; //0
259 uint32 maxLevel; //1
260 uint32 areaID; //2
261 } meetingstone;
262 //24 GAMEOBJECT_TYPE_FLAGSTAND
263 struct
265 uint32 lockId; //0
266 uint32 pickupSpell; //1
267 uint32 radius; //2
268 uint32 returnAura; //3
269 uint32 returnSpell; //4
270 uint32 noDamageImmune; //5
271 uint32 openTextID; //6
272 uint32 losOK; //7
273 } flagstand;
274 //25 GAMEOBJECT_TYPE_FISHINGHOLE // not implemented yet
275 struct
277 uint32 radius; //0 how close bobber must land for sending loot
278 uint32 lootId; //1
279 uint32 minSuccessOpens; //2
280 uint32 maxSuccessOpens; //3
281 uint32 lockId; //4 -> Lock.dbc; possibly 1628 for all?
282 } fishinghole;
283 //26 GAMEOBJECT_TYPE_FLAGDROP
284 struct
286 uint32 lockId; //0
287 uint32 eventID; //1
288 uint32 pickupSpell; //2
289 uint32 noDamageImmune; //3
290 uint32 openTextID; //4
291 } flagdrop;
292 //27 GAMEOBJECT_TYPE_MINI_GAME
293 struct
295 uint32 gameType; //0
296 } miniGame;
297 //29 GAMEOBJECT_TYPE_CAPTURE_POINT
298 struct
300 uint32 radius; //0
301 uint32 spell; //1
302 uint32 worldState1; //2
303 uint32 worldstate2; //3
304 uint32 winEventID1; //4
305 uint32 winEventID2; //5
306 uint32 contestedEventID1; //6
307 uint32 contestedEventID2; //7
308 uint32 progressEventID1; //8
309 uint32 progressEventID2; //9
310 uint32 neutralEventID1; //10
311 uint32 neutralEventID2; //11
312 uint32 neutralPercent; //12
313 uint32 worldstate3; //13
314 uint32 minSuperiority; //14
315 uint32 maxSuperiority; //15
316 uint32 minTime; //16
317 uint32 maxTime; //17
318 uint32 large; //18
319 uint32 highlight; //19
320 } capturePoint;
321 //30 GAMEOBJECT_TYPE_AURA_GENERATOR
322 struct
324 uint32 startOpen; //0
325 uint32 radius; //1
326 uint32 auraID1; //2
327 uint32 conditionID1; //3
328 uint32 auraID2; //4
329 uint32 conditionID2; //5
330 uint32 serverOnly; //6
331 } auraGenerator;
332 //31 GAMEOBJECT_TYPE_DUNGEON_DIFFICULTY
333 struct
335 uint32 mapID; //0
336 uint32 difficulty; //1
337 } dungeonDifficulty;
338 //32 GAMEOBJECT_TYPE_BARBER_CHAIR
339 struct
341 uint32 chairheight; //0
342 uint32 heightOffset; //1
343 } barberChair;
344 //33 GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING
345 struct
347 uint32 dmgPctState1; //0
348 uint32 dmgPctState2; //1
349 uint32 state1Name; //2
350 uint32 state2Name; //3
351 } destructibleBuilding;
352 //34 GAMEOBJECT_TYPE_TRAPDOOR
353 struct
355 uint32 whenToPause; // 0
356 uint32 startOpen; // 1
357 uint32 autoClose; // 2
358 } trapDoor;
360 // not use for specific field access (only for output with loop by all filed), also this determinate max union size
361 struct // GAMEOBJECT_TYPE_SPELLCASTER
363 uint32 data[24];
364 } raw;
366 uint32 ScriptId;
369 // GCC have alternative #pragma pack() syntax and old gcc version not support pack(pop), also any gcc version not support it at some platform
370 #if defined( __GNUC__ )
371 #pragma pack()
372 #else
373 #pragma pack(pop)
374 #endif
376 struct GameObjectLocale
378 std::vector<std::string> Name;
379 std::vector<std::string> CastBarCaption;
382 // client side GO show states
383 enum GOState
385 GO_STATE_ACTIVE = 0, // show in world as used and not reset (closed door open)
386 GO_STATE_READY = 1, // show in world as ready (closed door close)
387 GO_STATE_ACTIVE_ALTERNATIVE = 2 // show in world as used in alt way and not reset (closed door open by cannon fire)
390 #define MAX_GO_STATE 3
392 // from `gameobject`
393 struct GameObjectData
395 uint32 id; // entry in gamobject_template
396 uint16 mapid;
397 uint16 phaseMask;
398 float posX;
399 float posY;
400 float posZ;
401 float orientation;
402 float rotation0;
403 float rotation1;
404 float rotation2;
405 float rotation3;
406 int32 spawntimesecs;
407 uint32 animprogress;
408 GOState go_state;
409 uint8 spawnMask;
412 // For containers: [GO_NOT_READY]->GO_READY (close)->GO_ACTIVATED (open) ->GO_JUST_DEACTIVATED->GO_READY -> ...
413 // For bobber: GO_NOT_READY ->GO_READY (close)->GO_ACTIVATED (open) ->GO_JUST_DEACTIVATED-><deleted>
414 // For door(closed):[GO_NOT_READY]->GO_READY (close)->GO_ACTIVATED (open) ->GO_JUST_DEACTIVATED->GO_READY(close) -> ...
415 // For door(open): [GO_NOT_READY]->GO_READY (open) ->GO_ACTIVATED (close)->GO_JUST_DEACTIVATED->GO_READY(open) -> ...
416 enum LootState
418 GO_NOT_READY = 0,
419 GO_READY, // can be ready but despawned, and then not possible activate until spawn
420 GO_ACTIVATED,
421 GO_JUST_DEACTIVATED
424 class Unit;
426 // 5 sec for bobber catch
427 #define FISHING_BOBBER_READY_TIME 5
429 class MANGOS_DLL_SPEC GameObject : public WorldObject
431 public:
432 explicit GameObject();
433 ~GameObject();
435 void AddToWorld();
436 void RemoveFromWorld();
438 bool Create(uint32 guidlow, uint32 name_id, Map *map, uint32 phaseMask, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 animprogress, GOState go_state);
439 void Update(uint32 p_time);
440 GameObjectInfo const* GetGOInfo() const;
442 bool IsTransport() const;
444 void SetOwnerGUID(uint64 owner)
446 m_spawnedByDefault = false; // all object with owner is despawned after delay
447 SetUInt64Value(OBJECT_FIELD_CREATED_BY, owner);
449 uint64 GetOwnerGUID() const { return GetUInt64Value(OBJECT_FIELD_CREATED_BY); }
450 Unit* GetOwner() const;
452 uint32 GetDBTableGUIDLow() const { return m_DBTableGuid; }
454 void UpdateRotationFields(float rotation2 = 0.0f, float rotation3 = 0.0f);
456 void Say(int32 textId, uint32 language, uint64 TargetGuid) { MonsterSay(textId,language,TargetGuid); }
457 void Yell(int32 textId, uint32 language, uint64 TargetGuid) { MonsterYell(textId,language,TargetGuid); }
458 void TextEmote(int32 textId, uint64 TargetGuid) { MonsterTextEmote(textId,TargetGuid); }
459 void Whisper(int32 textId, uint64 receiver) { MonsterWhisper(textId,receiver); }
460 void YellToZone(int32 textId, uint32 language, uint64 TargetGuid) { MonsterYellToZone(textId,language,TargetGuid); }
462 // overwrite WorldObject function for proper name localization
463 const char* GetNameForLocaleIdx(int32 locale_idx) const;
465 void SaveToDB();
466 void SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask);
467 bool LoadFromDB(uint32 guid, Map *map);
468 void DeleteFromDB();
469 static uint32 GetLootId(GameObjectInfo const* info);
470 uint32 GetLootId() const { return GetLootId(GetGOInfo()); }
471 uint32 GetLockId() const
473 switch(GetGoType())
475 case GAMEOBJECT_TYPE_DOOR: return GetGOInfo()->door.lockId;
476 case GAMEOBJECT_TYPE_BUTTON: return GetGOInfo()->button.lockId;
477 case GAMEOBJECT_TYPE_QUESTGIVER: return GetGOInfo()->questgiver.lockId;
478 case GAMEOBJECT_TYPE_CHEST: return GetGOInfo()->chest.lockId;
479 case GAMEOBJECT_TYPE_TRAP: return GetGOInfo()->trap.lockId;
480 case GAMEOBJECT_TYPE_GOOBER: return GetGOInfo()->goober.lockId;
481 case GAMEOBJECT_TYPE_AREADAMAGE: return GetGOInfo()->areadamage.lockId;
482 case GAMEOBJECT_TYPE_CAMERA: return GetGOInfo()->camera.lockId;
483 case GAMEOBJECT_TYPE_FLAGSTAND: return GetGOInfo()->flagstand.lockId;
484 case GAMEOBJECT_TYPE_FISHINGHOLE:return GetGOInfo()->fishinghole.lockId;
485 case GAMEOBJECT_TYPE_FLAGDROP: return GetGOInfo()->flagdrop.lockId;
486 default: return 0;
490 bool GetDespawnPossibility() const
492 switch(GetGoType())
494 case GAMEOBJECT_TYPE_DOOR: return GetGOInfo()->door.noDamageImmune;
495 case GAMEOBJECT_TYPE_BUTTON: return GetGOInfo()->button.noDamageImmune;
496 case GAMEOBJECT_TYPE_QUESTGIVER: return GetGOInfo()->questgiver.noDamageImmune;
497 case GAMEOBJECT_TYPE_GOOBER: return GetGOInfo()->goober.noDamageImmune;
498 case GAMEOBJECT_TYPE_FLAGSTAND: return GetGOInfo()->flagstand.noDamageImmune;
499 case GAMEOBJECT_TYPE_FLAGDROP: return GetGOInfo()->flagdrop.noDamageImmune;
500 default: return true;
504 time_t GetRespawnTime() const { return m_respawnTime; }
505 time_t GetRespawnTimeEx() const
507 time_t now = time(NULL);
508 if(m_respawnTime > now)
509 return m_respawnTime;
510 else
511 return now;
514 void SetRespawnTime(int32 respawn)
516 m_respawnTime = respawn > 0 ? time(NULL) + respawn : 0;
517 m_respawnDelayTime = respawn > 0 ? respawn : 0;
519 void Respawn();
520 bool isSpawned() const
522 return m_respawnDelayTime == 0 ||
523 (m_respawnTime > 0 && !m_spawnedByDefault) ||
524 (m_respawnTime == 0 && m_spawnedByDefault);
526 bool isSpawnedByDefault() const { return m_spawnedByDefault; }
527 uint32 GetRespawnDelay() const { return m_respawnDelayTime; }
528 void Refresh();
529 void Delete();
530 void SetSpellId(uint32 id) { m_spellId = id;}
531 uint32 GetSpellId() const { return m_spellId;}
532 void getFishLoot(Loot *loot, Player* loot_owner);
533 GameobjectTypes GetGoType() const { return GameobjectTypes(GetByteValue(GAMEOBJECT_BYTES_1, 1)); }
534 void SetGoType(GameobjectTypes type) { SetByteValue(GAMEOBJECT_BYTES_1, 1, type); }
535 GOState GetGoState() const { return GOState(GetByteValue(GAMEOBJECT_BYTES_1, 0)); }
536 void SetGoState(GOState state) { SetByteValue(GAMEOBJECT_BYTES_1, 0, state); }
537 uint8 GetGoArtKit() const { return GetByteValue(GAMEOBJECT_BYTES_1, 2); }
538 void SetGoArtKit(uint8 artkit) { SetByteValue(GAMEOBJECT_BYTES_1, 2, artkit); }
539 uint8 GetGoAnimProgress() const { return GetByteValue(GAMEOBJECT_BYTES_1, 3); }
540 void SetGoAnimProgress(uint8 animprogress) { SetByteValue(GAMEOBJECT_BYTES_1, 3, animprogress); }
542 void Use(Unit* user);
544 LootState getLootState() const { return m_lootState; }
545 void SetLootState(LootState s) { m_lootState = s; }
547 void AddToSkillupList(uint32 PlayerGuidLow) { m_SkillupList.push_back(PlayerGuidLow); }
548 bool IsInSkillupList(uint32 PlayerGuidLow) const
550 for (std::list<uint32>::const_iterator i = m_SkillupList.begin(); i != m_SkillupList.end(); ++i)
551 if (*i == PlayerGuidLow) return true;
552 return false;
554 void ClearSkillupList() { m_SkillupList.clear(); }
556 void AddUniqueUse(Player* player);
557 void AddUse() { ++m_usetimes; }
559 uint32 GetUseCount() const { return m_usetimes; }
560 uint32 GetUniqueUseCount() const { return m_unique_users.size(); }
562 void SaveRespawnTime();
564 Loot loot;
566 bool hasQuest(uint32 quest_id) const;
567 bool hasInvolvedQuest(uint32 quest_id) const;
568 bool ActivateToQuest(Player *pTarget) const;
569 void UseDoorOrButton(uint32 time_to_restore = 0, bool alternative = false);
570 // 0 = use `gameobject`.`spawntimesecs`
571 void ResetDoorOrButton();
572 // 0 = use `gameobject`.`spawntimesecs`
574 uint32 GetLinkedGameObjectEntry() const
576 switch(GetGoType())
578 case GAMEOBJECT_TYPE_CHEST: return GetGOInfo()->chest.linkedTrapId;
579 case GAMEOBJECT_TYPE_SPELL_FOCUS: return GetGOInfo()->spellFocus.linkedTrapId;
580 case GAMEOBJECT_TYPE_GOOBER: return GetGOInfo()->goober.linkedTrapId;
581 default: return 0;
585 uint32 GetAutoCloseTime() const
587 uint32 autoCloseTime = 0;
588 switch(GetGoType())
590 case GAMEOBJECT_TYPE_DOOR: autoCloseTime = GetGOInfo()->door.autoCloseTime; break;
591 case GAMEOBJECT_TYPE_BUTTON: autoCloseTime = GetGOInfo()->button.autoCloseTime; break;
592 case GAMEOBJECT_TYPE_TRAP: autoCloseTime = GetGOInfo()->trap.autoCloseTime; break;
593 case GAMEOBJECT_TYPE_GOOBER: autoCloseTime = GetGOInfo()->goober.autoCloseTime; break;
594 case GAMEOBJECT_TYPE_TRANSPORT: autoCloseTime = GetGOInfo()->transport.autoCloseTime; break;
595 case GAMEOBJECT_TYPE_AREADAMAGE: autoCloseTime = GetGOInfo()->areadamage.autoCloseTime; break;
596 default: break;
598 return autoCloseTime / 0x10000;
601 void TriggeringLinkedGameObject( uint32 trapEntry, Unit* target);
603 bool isVisibleForInState(Player const* u, bool inVisibleList) const;
605 GameObject* LookupFishingHoleAround(float range);
607 GridReference<GameObject> &GetGridRef() { return m_gridRef; }
609 bool isActiveObject() const { return false; }
610 protected:
611 uint32 m_charges; // Spell charges for GAMEOBJECT_TYPE_SPELLCASTER (22)
612 uint32 m_spellId;
613 time_t m_respawnTime; // (secs) time of next respawn (or despawn if GO have owner()),
614 uint32 m_respawnDelayTime; // (secs) if 0 then current GO state no dependent from timer
615 LootState m_lootState;
616 bool m_spawnedByDefault;
617 time_t m_cooldownTime; // used as internal reaction delay time store (not state change reaction).
618 // For traps this: spell casting cooldown, for doors/buttons: reset time.
619 std::list<uint32> m_SkillupList;
621 std::set<uint32> m_unique_users;
622 uint32 m_usetimes;
624 uint32 m_DBTableGuid; ///< For new or temporary gameobjects is 0 for saved it is lowguid
625 GameObjectInfo const* m_goInfo;
626 private:
627 void SwitchDoorOrButton(bool activate, bool alternative = false);
629 GridReference<GameObject> m_gridRef;
631 #endif