Gameobject

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The `gameobject` table



This table holds the individual object data on each spawned game object in the world. This data along with the object's template data is read and used to instantiate the objects in the world.



Schema Last Modified: TC11828 Schema Verified: Rev 665





Structure


Field


Type


Attributes


Key


Null


Default


Extra


Comment


guid


int(10)


unsigned


PRI


NO


NULL


Auto increment


Global Unique Identifier


id


mediumint(8)


unsigned



NO


0



Gameobject Identifier


map


smallint(5)


unsigned



NO


0



Map Identifier


spawnMask


tinyint(3)


unsigned



NO


1




position_x


float


signed



NO


0




position_y


float


signed



NO


0




position_z


float


signed



NO


0




orientation


float


signed



NO


0




rotation0


float


signed



NO


0




rotation1


float


signed



NO


0




rotation2


float


signed



NO


0




rotation3


float


signed



NO


0




spawntimesecs


int(11)


signed



NO


0




animprogress


tinyint(3)


unsigned



NO


0




state


tinyint(3)


unsigned



NO


1








Description of the fields


guid

The global unique identifier for the game object. This field must be unique among all game objects.


id

The template ID of the gameobject. See gameobject_template.entry


map

The map ID where this object is spawned. See Map.dbc



spawnMask

Controls under which difficulties the object is spawned.


Value Comment


0 Not spawned


1 Spawned only in normal versions of maps (includes maps without a heroic mode)


2 Spawned only in heroic versions of maps


3 Spawned in all versions of maps




position_x

The X position.


position_y

The Y position.


position_z

The Z position.


orientation

The orientation. (North = 0, South = 3.14159)


rotation0

Template:Fieldnodescription


rotation1

Template:Fieldnodescription


rotation2

Template:Fieldnodescription


rotation3

Template:Fieldnodescription


spawntimesecs

Time in seconds for this object to respawn.



Using a negative value will result in the object starting out by being "despawned" until a script will spawn it. It will then despawn after the amount of time specified here has passed.


animprogress

Not really known what this is used for at this time. However, always set it to 100 for chests.


state

Only for chests.


  • 1 = closed


  • 0 = open