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GameObject Member List

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

_animKitIdGameObjectprivate
_changesMaskObjectprotected
_ConcatFields(uint16 startIndex, uint16 size) const Objectprotected
_Create(ObjectGuid const &guid)Objectprotected
_dynamicChangesArrayMaskObjectprotected
_dynamicChangesMaskObjectprotected
_dynamicValuesObjectprotected
_dynamicValuesCountObjectprotected
_fieldNotifyFlagsObjectprotected
_InitValues()Objectprotected
_IsWithinDist(WorldObject const *obj, float dist2compare, bool) const overrideGameObjectinlineprivatevirtual
_LoadIntoDataField(std::string const &data, uint32 startOffset, uint32 count)Objectprotected
ActivateToQuest(Player *target) const GameObject
AddDynamicValue(uint16 index, uint32 value)Object
AddGuidValue(uint16 index, ObjectGuid const &value)Object
AddLootMode(uint16 lootMode)GameObjectinline
AddObjectToRemoveList()WorldObject
AddToGrid(GridRefManager< GameObject > &m)GridObject< GameObject >inline
AddToNotify(uint16 f)WorldObjectinline
AddToObjectUpdate() overrideWorldObjectvirtual
AddToObjectUpdateIfNeeded()Objectprotected
AddToSkillupList(ObjectGuid const &PlayerGuidLow)GameObjectinline
AddToWorld() overrideGameObjectvirtual
AddUniqueUse(Player *player)GameObject
AddUse()GameObjectinline
AI() const GameObjectinline
AIM_Initialize()GameObjectprotected
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
ApplyModUInt16Value(uint16 index, uint8 offset, int16 val, bool apply)Object
ApplyModUInt32Value(uint16 index, int32 val, bool apply)Object
ApplyPercentModFloatValue(uint16 index, float val, bool apply)Object
BuildCreateUpdateBlockForPlayer(UpdateData *data, Player *target) const Objectvirtual
BuildDynamicValuesUpdate(uint8 updatetype, ByteBuffer *data, Player *target) const Objectprotectedvirtual
BuildFieldsUpdate(Player *, UpdateDataMapType &) const Object
BuildMovementUpdate(ByteBuffer *data, uint32 flags) const Objectprotected
BuildOutOfRangeUpdateBlock(UpdateData *data) const Object
BuildUpdate(UpdateDataMapType &) overrideWorldObjectvirtual
BuildValuesUpdate(uint8 updatetype, ByteBuffer *data, Player *target) const overrideGameObjectvirtual
BuildValuesUpdateBlockForPlayer(UpdateData *data, Player *target) const Object
CanSeeOrDetect(WorldObject const *obj, bool ignoreStealth=false, bool distanceCheck=false, bool checkAlert=false) const WorldObject
CastSpell(Unit *target, uint32 spell, bool triggered=true)GameObject
ChairListSlotsGameObjectprotected
ChairSlotAndUser typedefGameObjectprotected
CleanupsBeforeDelete(bool finalCleanup=true) overrideGameObjectvirtual
ClearDynamicValue(uint16 index)Object
ClearPhases(bool update=false)WorldObject
ClearSkillupList()GameObjectinline
ClearUpdateMask(bool remove)Object
CopyPhaseFrom(WorldObject *obj, bool update=false)WorldObject
Create(ObjectGuid::LowType 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, uint32 artKit=0)GameObject
CreateModel()GameObjectprotected
Delete()GameObject
DeleteFromDB()GameObject
DestroyForNearbyPlayers()WorldObject
DestroyForPlayer(Player *target) const Objectvirtual
EnableCollision(bool enable)GameObject
EventInform(uint32 eventId, WorldObject *invoker=NULL)GameObject
FindMap() const WorldObjectinline
FindNearestCreature(uint32 entry, float range, bool alive=true) const WorldObject
FindNearestGameObject(uint32 entry, float range) const WorldObject
FindNearestGameObjectOfType(GameobjectTypes type, float range) const WorldObject
ForceValuesUpdateAtIndex(uint32)Object
GameObject()GameObjectexplicit
GetAIAnimKitId() const overrideGameObjectinlinevirtual
GetAIName() const GameObject
GetAngle(Position const *pos) const Position
GetAngle(float x, float y) const Position
GetAreaId() const WorldObject
GetBaseMap() const WorldObject
GetByteValue(uint16 index, uint8 offset) const Object
GetClosePoint(float &x, float &y, float &z, float size, float distance2d=0, float angle=0) const WorldObject
GetContactPoint(WorldObject const *obj, float &x, float &y, float &z, float distance2d=CONTACT_DISTANCE) const WorldObject
GetCreatureListWithEntryInGrid(std::list< Creature * > &lList, uint32 uiEntry, float fMaxSearchRange) const WorldObject
GetDBPhase() const WorldObjectinline
GetDestructibleState() const GameObjectinline
GetDisplayId() const GameObjectinline
GetDistance(WorldObject const *obj) const WorldObject
GetDistance(Position const &pos) const WorldObject
GetDistance(float x, float y, float z) const WorldObject
GetDistance2d(WorldObject const *obj) const WorldObject
GetDistance2d(float x, float y) const WorldObject
GetDistanceOrder(WorldObject const *obj1, WorldObject const *obj2, bool is3D=true) const WorldObject
GetDistanceZ(WorldObject const *obj) const WorldObject
GetDynamicUpdateFieldData(Player const *target, uint32 *&flags) const Objectprotected
GetDynamicValues(uint16 index) const Object
GetEntry() const Objectinline
GetExactDist(float x, float y, float z) const Positioninline
GetExactDist(Position const *pos) const Positioninline
GetExactDist2d(const float x, const float y) const Positioninline
GetExactDist2d(Position const *pos) const Positioninline
GetExactDist2dSq(float x, float y) const Positioninline
GetExactDist2dSq(Position const *pos) const Positioninline
GetExactDistSq(float x, float y, float z) const Positioninline
GetExactDistSq(Position const *pos) const Positioninline
GetFaction() const GameObjectinline
GetFirstCollisionPosition(float dist, float angle)WorldObject
getFishLoot(Loot *loot, Player *loot_owner)GameObject
getFishLootJunk(Loot *loot, Player *loot_owner)GameObject
GetFloatValue(uint16 index) const Object
GetGameObjectListWithEntryInGrid(std::list< GameObject * > &lList, uint32 uiEntry, float fMaxSearchRange) const WorldObject
GetGoAnimProgress() const GameObjectinline
GetGoArtKit() const GameObjectinline
GetGOData() const GameObjectinline
GetGOInfo() const GameObjectinline
GetGoState() const GameObjectinline
GetGoType() const GameObjectinline
GetGOValue() const GameObjectinline
GetGridActivationRange() const WorldObject
GetGUID() const Objectinline
GetGuidValue(uint16 index) const Object
GetInstanceId() const WorldObjectinline
GetInstanceScript()WorldObject
GetInt32Value(uint16 index) const Object
GetInteractionDistance() const GameObject
getLevelForTarget(WorldObject const *target) const overrideGameObjectinlinevirtual
GetLootMode() const GameObjectinline
GetLootRecipient() const GameObject
GetLootRecipientGroup() const GameObject
getLootState() const GameObjectinline
GetMap() const WorldObjectinline
GetMapId() const WorldLocationinline
GetMeleeAnimKitId() const WorldObjectinlinevirtual
GetMovementAnimKitId() const WorldObjectinlinevirtual
GetName() const WorldObjectinline
GetNameForLocaleIdx(LocaleConstant locale_idx) const overrideGameObjectvirtual
GetNearPoint(WorldObject const *searcher, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle) const WorldObject
GetNearPoint2D(float &x, float &y, float distance, float absAngle) const WorldObject
GetNearPosition(float dist, float angle)WorldObject
GetNotifyFlags() const WorldObjectinline
GetObjectScale() const Objectinline
GetObjectSize() const WorldObject
GetOrientation() const Positioninline
GetOwner() const GameObject
GetOwnerGUID() const GameObjectinline
GetPackGUID() const Objectinline
GetPhaseMask() const WorldObjectinline
GetPhases() const WorldObjectinline
GetPlayerListInGrid(std::list< Player * > &lList, float fMaxSearchRange) const WorldObject
GetPosition(float &x, float &y) const Positioninline
GetPosition(float &x, float &y, float &z) const Positioninline
GetPosition(float &x, float &y, float &z, float &o) const Positioninline
GetPosition() const Positioninline
GetPositionOffsetTo(Position const &endPos, Position &retOffset) const Position
GetPositionWithOffset(Position const &offset) const Position
GetPositionX() const Positioninline
GetPositionY() const Positioninline
GetPositionZ() const Positioninline
GetRandomNearPosition(float radius)WorldObject
GetRandomPoint(Position const &srcPos, float distance, float &rand_x, float &rand_y, float &rand_z) const WorldObject
GetRandomPoint(Position const &srcPos, float distance) const WorldObject
GetRelativeAngle(Position const *pos) const Positioninline
GetRelativeAngle(float x, float y) const Positioninline
GetRespawnDelay() const GameObjectinline
GetRespawnPosition(float &x, float &y, float &z, float *ori=NULL) const GameObject
GetRespawnTime() const GameObjectinline
GetRespawnTimeEx() const GameObjectinline
GetRotation() const GameObjectinline
GetScriptId() const GameObjectinlinevirtual
GetSightRange(WorldObject const *target=NULL) const WorldObject
GetSinCos(float x, float y, float &vsin, float &vcos) const Position
GetSpawnId() const GameObjectinline
GetSpellId() const GameObjectinline
GetStationaryO() const overrideGameObjectinlinevirtual
GetStationaryX() const overrideGameObjectinlinevirtual
GetStationaryY() const overrideGameObjectinlinevirtual
GetStationaryZ() const overrideGameObjectinlinevirtual
GetTerrainSwaps() const WorldObjectinline
GetTransGUID() const WorldObjectvirtual
GetTransOffsetO() const WorldObjectinline
GetTransOffsetX() const WorldObjectinline
GetTransOffsetY() const WorldObjectinline
GetTransOffsetZ() const WorldObjectinline
GetTransport() const WorldObjectinline
GetTransportPeriod() const GameObjectvirtual
GetTransSeat() const WorldObjectinline
GetTransTime() const WorldObjectinline
GetTypeId() const Objectinline
GetUInt16Value(uint16 index, uint8 offset) const Object
GetUInt32Value(uint16 index) const Object
GetUInt64Value(uint16 index) const Object
GetUniqueUseCount() const GameObjectinline
GetUpdateFieldData(Player const *target, uint32 *&flags) const Objectprotected
GetUseCount() const GameObjectinline
GetValuesCount() const Objectinline
GetVisibilityRange() const WorldObject
GetWorldLocation() const WorldLocationinline
GetWorldMapAreaSwaps() const WorldObjectinline
GetZoneAndAreaId(uint32 &zoneid, uint32 &areaid) const WorldObject
GetZoneId() const WorldObject
GetZoneScript() const WorldObjectinline
HasByteFlag(uint16 index, uint8 offset, uint8 flag) const Object
HasFlag(uint16 index, uint32 flag) const Object
HasFlag64(uint16 index, uint64 flag) const Object
HasInArc(float arcangle, Position const *pos, float border=2.0f) const Position
HasInLine(Position const *pos, float width) const Position
HasInPhaseList(uint32 phase)WorldObject
hasInvolvedQuest(uint32 quest_id) const overrideGameObjectvirtual
HasLootMode(uint16 lootMode) const GameObjectinline
HasLootRecipient() const GameObjectinline
hasQuest(uint32 quest_id) const overrideGameObjectvirtual
isActiveObject() const WorldObjectinline
IsAlwaysDetectableFor(WorldObject const *) const WorldObjectinlineprotectedvirtual
IsAlwaysVisibleFor(WorldObject const *seer) const overrideGameObjectvirtual
IsDestructibleBuilding() const GameObject
IsDynTransport() const GameObject
isInBack(WorldObject const *target, float arc=float(M_PI)) const WorldObject
IsInBetween(WorldObject const *obj1, WorldObject const *obj2, float size=0) const WorldObject
IsInDist(float x, float y, float z, float dist) const Positioninline
IsInDist(Position const *pos, float dist) const Positioninline
IsInDist2d(float x, float y, float dist) const Positioninline
IsInDist2d(Position const *pos, float dist) const Positioninline
isInFront(WorldObject const *target, float arc=float(M_PI)) const WorldObject
IsInGrid() constGridObject< GameObject >inline
IsInMap(WorldObject const *obj) const WorldObject
IsInPhase(uint32 phase) const WorldObjectinline
IsInPhase(WorldObject const *obj) const WorldObject
IsInRange(float x, float y, float z, float radius) const GameObject
WorldObject::IsInRange(WorldObject const *obj, float minRange, float maxRange, bool is3D=true) const WorldObject
IsInRange2d(float x, float y, float minRange, float maxRange) const WorldObject
IsInRange3d(float x, float y, float z, float minRange, float maxRange) const WorldObject
IsInSkillupList(ObjectGuid const &playerGuid) const GameObjectinline
IsInTerrainSwap(uint32 terrainSwap) const WorldObjectinline
IsInvisibleDueToDespawn() const overrideGameObjectvirtual
IsInWorld() const Objectinline
IsLootAllowedFor(Player const *player) const GameObject
isNeedNotify(uint16 f) const WorldObjectinline
IsNeverVisible() const overrideGameObjectvirtual
IsPermanentWorldObject() const WorldObjectinline
IsPositionValid() const Position
IsSelfOrInSameMap(WorldObject const *obj) const WorldObject
isSpawned() const GameObjectinline
isSpawnedByDefault() const GameObjectinline
IsTransport() const GameObject
isType(uint16 mask) const Objectinline
IsWithinBox(const Position &center, float xradius, float yradius, float zradius) const Position
IsWithinDist(WorldObject const *obj, float dist2compare, bool is3D=true) const WorldObject
IsWithinDist2d(float x, float y, float dist) const WorldObject
IsWithinDist2d(Position const *pos, float dist) const WorldObject
IsWithinDist3d(float x, float y, float z, float dist) const WorldObject
IsWithinDist3d(Position const *pos, float dist) const WorldObject
IsWithinDistInMap(WorldObject const *obj, float dist2compare, bool is3D=true) const WorldObject
IsWithinLOS(float x, float y, float z) const WorldObject
IsWithinLOSInMap(WorldObject const *obj) const WorldObject
IsWorldObject() const WorldObject
LastUsedScriptIDWorldObject
LoadFromDB(ObjectGuid::LowType spawnId, Map *map)GameObjectinline
LoadGameObjectFromDB(ObjectGuid::LowType spawnId, Map *map, bool addToMap=true)GameObject
LookupFishingHoleAround(float range)GameObject
lootGameObject
lootingGroupLowGUIDGameObject
m_AIGameObjectprivate
m_cooldownTimeGameObjectprotected
m_floatValuesObject
m_goDataGameObjectprotected
m_goInfoGameObjectprotected
m_goValueGameObjectprotected
m_groupLootTimerGameObject
m_int32ValuesObject
m_invisibilityWorldObject
m_invisibilityDetectWorldObject
m_isActiveWorldObjectprotected
m_isWorldObjectWorldObjectprotected
m_LootModeGameObjectprotected
m_lootRecipientGameObjectprotected
m_lootRecipientGroupGameObjectprotected
m_lootStateGameObjectprotected
m_lootStateUnitGUIDGameObjectprotected
m_mapIdWorldLocation
m_modelGameObject
m_movementInfoWorldObject
m_nameWorldObjectprotected
m_objectTypeObjectprotected
m_objectTypeIdObjectprotected
m_objectUpdatedObjectprotected
m_positionXPosition
m_positionYPosition
m_positionZPosition
m_respawnDelayTimeGameObjectprotected
m_respawnTimeGameObjectprotected
m_ritualOwnerGUIDGameObjectprotected
m_rotationGameObjectprotected
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_usetimesGameObjectprotected
m_valuesCountObjectprotected
m_zoneScriptWorldObjectprotected
MapObject()MapObjectinlineprotected
ModifyHealth(int32 change, Unit *attackerOrHealer=NULL, uint32 spellId=0)GameObject
MovePosition(Position &pos, float dist, float angle)WorldObject
MovePositionToFirstCollision(Position &pos, float dist, float angle)WorldObject
NormalizeOrientation(float o)Positioninlinestatic
NotifyExecuted(uint16 f) const WorldObjectinline
Object()Objectprotected
operator!=(Position const &a)Positioninline
operator==(Position const &a)Position
PlayDirectSound(uint32 sound_id, Player *target=NULL)WorldObject
PlayDistanceSound(uint32 sound_id, Player *target=NULL)WorldObject
Position(float x=0, float y=0, float z=0, float o=0)Positioninline
Position(Position const &loc)Positioninline
PositionXYStream()Positioninline
PositionXYZOStream()Positioninline
PositionXYZStream()Positioninline
RebuildTerrainSwaps()WorldObject
RebuildWorldMapAreaSwaps()WorldObject
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(Position const &pos)Positioninline
Relocate(Position const *pos)Positioninline
Relocate(G3D::Vector3 const &pos)Positioninline
RelocateOffset(Position const &offset)Position
RelocateStationaryPosition(float x, float y, float z, float o)GameObjectinline
RemoveByteFlag(uint16 index, uint8 offset, uint8 newFlag)Object
RemoveDynamicValue(uint16 index, uint32 value)Object
RemoveFieldNotifyFlag(uint16 flag)Objectinline
RemoveFlag(uint16 index, uint32 oldFlag)Object
RemoveFlag64(uint16 index, uint64 oldFlag)Object
RemoveFromGrid()GridObject< GameObject >inline
RemoveFromObjectUpdate() overrideWorldObjectvirtual
RemoveFromOwner()GameObjectprivate
RemoveFromWorld() overrideGameObjectvirtual
RemoveGuidValue(uint16 index, ObjectGuid const &value)Object
RemoveLootMode(uint16 lootMode)GameObjectinline
ResetAllNotifies()WorldObjectinline
ResetDoorOrButton()GameObject
ResetLootMode()GameObjectinline
ResetMap()WorldObjectvirtual
Respawn()GameObject
SaveRespawnTime() overrideGameObjectvirtual
SaveToDB()GameObject
SaveToDB(uint32 mapid, uint32 spawnMask, uint32 phaseMask)GameObject
SendCustomAnim(uint32 anim)GameObject
SendMessageToSet(WorldPacket const *data, bool self)WorldObjectvirtual
SendMessageToSet(WorldPacket const *data, Player const *skipped_rcvr)WorldObjectvirtual
SendMessageToSetInRange(WorldPacket const *data, float dist, bool self)WorldObjectvirtual
SendObjectDeSpawnAnim(ObjectGuid guid)WorldObject
SendUpdateToPlayer(Player *player)Object
setActive(bool isActiveObject)WorldObject
SetAnimKitId(uint16 animKitId, bool oneshot)GameObject
SetByteFlag(uint16 index, uint8 offset, uint8 newFlag)Object
SetByteValue(uint16 index, uint8 offset, uint8 value)Object
SetDBPhase(int32 p)WorldObjectinline
SetDestructibleState(GameObjectDestructibleState state, Player *eventInvoker=NULL, bool setHealth=false)GameObject
SetDisplayId(uint32 displayid)GameObject
SetDynamicValue(uint16 index, uint8 offset, uint32 value)Object
SetEntry(uint32 entry)Objectinline
SetFaction(uint32 faction)GameObjectinline
SetFieldNotifyFlag(uint16 flag)Objectinline
SetFlag(uint16 index, uint32 newFlag)Object
SetFlag64(uint16 index, uint64 newFlag)Object
SetFloatValue(uint16 index, float value)Object
SetGoAnimProgress(uint8 animprogress)GameObjectinline
SetGoArtKit(uint8 artkit)GameObject
SetGoArtKit(uint8 artkit, GameObject *go, ObjectGuid::LowType lowguid=UI64LIT(0))GameObjectstatic
SetGoState(GOState state)GameObject
SetGoType(GameobjectTypes type)GameObjectinline
SetGuidValue(uint16 index, ObjectGuid const &value)Object
SetInPhase(uint32 id, bool update, bool apply) overrideGameObjectvirtual
SetInt32Value(uint16 index, int32 value)Object
SetLocationInstanceId(uint32 _instanceId)WorldObjectinlineprotected
SetLocationMapId(uint32 _mapId)WorldObjectinlineprotected
SetLootMode(uint16 lootMode)GameObjectinline
SetLootRecipient(Unit *unit)GameObject
SetLootState(LootState s, Unit *unit=NULL)GameObject
SetMap(Map *map)WorldObjectvirtual
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)WorldObjectvirtual
SetRespawnTime(int32 respawn)GameObjectinline
SetSpawnedByDefault(bool b)GameObjectinline
SetSpellId(uint32 id)GameObjectinline
SetStatFloatValue(uint16 index, float value)Object
SetStatInt32Value(uint16 index, int32 value)Object
SetTransport(Transport *t)WorldObjectinline
SetTransportState(GOState state, uint32 stopFrame=0)GameObject
SetUInt16Value(uint16 index, uint8 offset, uint16 value)Object
SetUInt32Value(uint16 index, uint32 value)Object
SetUInt64Value(uint16 index, uint64 value)Object
SetWorldObject(bool apply)WorldObject
SetZoneScript()WorldObject
SummonCreature(uint32 id, Position const &pos, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0) const WorldObject
SummonCreature(uint32 id, float x, float y, float z, float ang=0, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0) const WorldObject
SummonCreatureGroup(uint8 group, std::list< TempSummon * > *list=NULL)WorldObject
SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime)WorldObject
SummonTrigger(float x, float y, float z, float ang, uint32 dur, CreatureAI *(*GetAI)(Creature *)=NULL)WorldObject
SwitchDoorOrButton(bool activate, bool alternative=false)GameObjectprivate
ToAreaTrigger()Objectinline
ToAreaTrigger() const Objectinline
ToCorpse()Objectinline
ToCorpse() const Objectinline
ToCreature()Objectinline
ToCreature() const Objectinline
ToDynObject()Objectinline
ToDynObject() const Objectinline
ToGameObject()Objectinline
ToGameObject() const Objectinline
ToggleByteFlag(uint16 index, uint8 offset, uint8 flag)Object
ToggleFlag(uint16 index, uint32 flag)Object
ToggleFlag64(uint16 index, uint64 flag)Object
ToPlayer()Objectinline
ToPlayer() const Objectinline
ToString() const Position
ToTransport()GameObjectinline
ToTransport() const GameObjectinline
ToUnit()Objectinline
ToUnit() const Objectinline
TriggeringLinkedGameObject(uint32 trapEntry, Unit *target)GameObject
Update(uint32 p_time) overrideGameObjectvirtual
UpdateAllowedPositionZ(float x, float y, float &z) const WorldObject
UpdateAreaPhase()WorldObject
UpdateGroundPositionZ(float x, float y, float &z) const WorldObject
UpdateModel()GameObjectprotected
UpdateModelPosition()GameObject
UpdateObjectVisibility(bool forced=true)WorldObjectvirtual
UpdateRotationFields(float rotation2=0.0f, float rotation3=0.0f)GameObject
UpdateUInt32Value(uint16 index, uint32 value)Object
Use(Unit *user)GameObject
UseDoorOrButton(uint32 time_to_restore=0, bool alternative=false, Unit *user=NULL)GameObject
VisitNearbyGridObject(float const &radius, NOTIFIER &notifier) const WorldObjectinline
VisitNearbyObject(float const &radius, NOTIFIER &notifier) const WorldObjectinline
VisitNearbyWorldObject(float const &radius, NOTIFIER &notifier) const WorldObjectinline
WorldLocation(uint32 mapId=MAPID_INVALID, float x=0.f, float y=0.f, float z=0.f, float o=0.f)WorldLocationinlineexplicit
WorldLocation(WorldLocation const &loc)WorldLocationinline
WorldObject(bool isWorldObject)WorldObjectexplicitprotected
WorldRelocate(WorldLocation const &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()GameObject
~GridObject()GridObject< GameObject >inlinevirtual
~Object()Objectvirtual
~WorldObject()WorldObjectvirtual