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	<id>https://wiki.projectskyfire.org/index.php?action=history&amp;feed=atom&amp;title=Gameobject_SF</id>
	<title>Gameobject SF - Revision history</title>
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	<updated>2026-04-27T20:30:52Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.projectskyfire.org/index.php?title=Gameobject_SF&amp;diff=460&amp;oldid=prev</id>
		<title>Cheapgamer: Created page with &quot;{| align=&quot;right&quot; | __TOC__ |} Category: SkyFire World database tables {{Back-to:World}}   &lt;big&gt;&#039;&#039;&#039;The `gameobject` table&#039;&#039;&#039;&lt;/big&gt;  This table holds the individual object d...&quot;</title>
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		<updated>2012-07-06T19:25:21Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;{| align=&amp;quot;right&amp;quot; | __TOC__ |} &lt;a href=&quot;/index.php?title=Category:SkyFire_World_database_tables&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Category:SkyFire World database tables (page does not exist)&quot;&gt;Category: SkyFire World database tables&lt;/a&gt; {{Back-to:World}}   &amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;The `gameobject` table&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;  This table holds the individual object d...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
[[Category: SkyFire World database tables]]&lt;br /&gt;
{{Back-to:World}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;The `gameobject` table&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This table holds the individual object data on each spawned game object in the world. This data along with the object&amp;#039;s template data is read and used to instantiate the objects in the world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Structure&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Field&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Type&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Key&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Null&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Default&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Extra&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Comment&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[#guid|guid]]&lt;br /&gt;
|int(10)&lt;br /&gt;
|unsigned&lt;br /&gt;
|PRI&lt;br /&gt;
|NO&lt;br /&gt;
|NULL&lt;br /&gt;
|Auto increment&lt;br /&gt;
|Global Unique Identifier&lt;br /&gt;
|-&lt;br /&gt;
|[[#id|id]]&lt;br /&gt;
|mediumint(8)&lt;br /&gt;
|unsigned&lt;br /&gt;
|&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Gameobject Identifier&lt;br /&gt;
|-&lt;br /&gt;
|[[#map|map]]&lt;br /&gt;
|smallint(5)&lt;br /&gt;
|unsigned&lt;br /&gt;
|&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Map Identifier&lt;br /&gt;
|-&lt;br /&gt;
|[[#spawnMask|spawnMask]]&lt;br /&gt;
|tinyint(3)&lt;br /&gt;
|unsigned&lt;br /&gt;
|&lt;br /&gt;
|NO&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[#phaseMask|phaseMask]]&lt;br /&gt;
|smallint(5)&lt;br /&gt;
|unsigned&lt;br /&gt;
|&lt;br /&gt;
|NO&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[#position_x|position_x]]&lt;br /&gt;
|float&lt;br /&gt;
|signed&lt;br /&gt;
|&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[#position_y|position_y]]&lt;br /&gt;
|float&lt;br /&gt;
|signed&lt;br /&gt;
|&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[#position_z|position_z]]&lt;br /&gt;
|float&lt;br /&gt;
|signed&lt;br /&gt;
|&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[#orientation|orientation]]&lt;br /&gt;
|float&lt;br /&gt;
|signed&lt;br /&gt;
|&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[#rotation0|rotation0]]&lt;br /&gt;
|float&lt;br /&gt;
|signed&lt;br /&gt;
|&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[#rotation1|rotation1]]&lt;br /&gt;
|float&lt;br /&gt;
|signed&lt;br /&gt;
|&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[#rotation2|rotation2]]&lt;br /&gt;
|float&lt;br /&gt;
|signed&lt;br /&gt;
|&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[#rotation3|rotation3]]&lt;br /&gt;
|float&lt;br /&gt;
|signed&lt;br /&gt;
|&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[#spawntimesecs|spawntimesecs]]&lt;br /&gt;
|int(11)&lt;br /&gt;
|signed&lt;br /&gt;
|&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[#animprogress|animprogress]]&lt;br /&gt;
|tinyint(3)&lt;br /&gt;
|unsigned&lt;br /&gt;
|&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[#state|state]]&lt;br /&gt;
|tinyint(3)&lt;br /&gt;
|unsigned&lt;br /&gt;
|&lt;br /&gt;
|NO&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Description of the fields&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
====guid====&lt;br /&gt;
The global unique identifier for the game object. This field must be unique among all game objects.&lt;br /&gt;
====id====&lt;br /&gt;
The template ID of the gameobject. See [[gameobject_template_SF#entry|gameobject_template.entry]]&lt;br /&gt;
====map====&lt;br /&gt;
The map ID where this object is spawned. See [[Maps.dbc_SF|Maps.dbc]]&lt;br /&gt;
&lt;br /&gt;
====spawnMask====&lt;br /&gt;
Controls under which difficulties the object is spawned.&lt;br /&gt;
&lt;br /&gt;
 Just like flags you can add them as you wish so 3 would be: Spawned in 10/25 man normal versions of maps (pre 3.2 all maps)&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=3 cellspacing=0&lt;br /&gt;
! Value !! Comment&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Not spawned&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Spawned only in 10-man-normal versions of maps (includes maps without a heroic mode)&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Spawned only in 25-man-normal versions of maps (or heroics pre 3.2)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Spawned only in 10-man heroic versions of maps &lt;br /&gt;
|-&lt;br /&gt;
| 8 || Spawned only in 25-man-heroic versions of maps&lt;br /&gt;
|-&lt;br /&gt;
| 15 || Spawned in all versions of maps &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====phaseMask====&lt;br /&gt;
This is a bitmask field that describes all the phases that this gameobject will appear in. Aura 261 determines the phase you can see. For example, if you had this aura http://www.wowhead.com/?spell=55782, you would be able to see gameobjects in phase 2. If you wanted the gameobject to be visible in both phase 1 and phase 2, you would set the phaseMask to 3.&lt;br /&gt;
&lt;br /&gt;
====position_x====&lt;br /&gt;
The X position.&lt;br /&gt;
====position_y====&lt;br /&gt;
The Y position.&lt;br /&gt;
====position_z====&lt;br /&gt;
The Z position.&lt;br /&gt;
====orientation====&lt;br /&gt;
The orientation. (North = 0, South = 3.14159)&lt;br /&gt;
====rotation0====&lt;br /&gt;
====rotation1====&lt;br /&gt;
====rotation2====&lt;br /&gt;
====rotation3====&lt;br /&gt;
====spawntimesecs====&lt;br /&gt;
Time in seconds for this object to respawn.&lt;br /&gt;
&lt;br /&gt;
Using a negative value will result in the object starting out by being &amp;quot;despawned&amp;quot; until a script will spawn it. It will then despawn after the amount of time specified here has passed.&lt;br /&gt;
====animprogress====&lt;br /&gt;
Not really known what this is used for at this time. However, always set it to 100 for chests.&lt;br /&gt;
====state====&lt;br /&gt;
For chests or doors.&lt;br /&gt;
* 1 = closed&lt;br /&gt;
* 0 = open&lt;/div&gt;</summary>
		<author><name>Cheapgamer</name></author>
	</entry>
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