Core/GameObjects: Defined more GO flags

(cherry picked from commit 4b00ca0299)
This commit is contained in:
Shauren
2016-06-07 18:59:11 +02:00
parent e4adeadaef
commit 15bea97f83

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@@ -2120,13 +2120,15 @@ enum GameObjectFlags
{
GO_FLAG_IN_USE = 0x00000001, // disables interaction while animated
GO_FLAG_LOCKED = 0x00000002, // require key, spell, event, etc to be opened. Makes "Locked" appear in tooltip
GO_FLAG_INTERACT_COND = 0x00000004, // cannot interact (condition to interact)
GO_FLAG_INTERACT_COND = 0x00000004, // cannot interact (condition to interact - requires GO_DYNFLAG_LO_ACTIVATE to enable interaction clientside)
GO_FLAG_TRANSPORT = 0x00000008, // any kind of transport? Object can transport (elevator, boat, car)
GO_FLAG_NOT_SELECTABLE = 0x00000010, // not selectable even in GM mode
GO_FLAG_NODESPAWN = 0x00000020, // never despawn, typically for doors, they just change state
GO_FLAG_TRIGGERED = 0x00000040, // typically, summoned objects. Triggered by spell or other events
GO_FLAG_AI_OBSTACLE = 0x00000040, // makes the client register the object in something called AIObstacleMgr, unknown what it does
GO_FLAG_FREEZE_ANIMATION = 0x00000080,
GO_FLAG_DAMAGED = 0x00000200,
GO_FLAG_DESTROYED = 0x00000400
GO_FLAG_DESTROYED = 0x00000400,
GO_FLAG_INTERACT_DISTANCE_USES_TEMPLATE_MODEL = 0x00080000, // client checks interaction distance from model sent in SMSG_QUERY_GAMEOBJECT_RESPONSE instead of GAMEOBJECT_DISPLAYID
};
enum GameObjectDynamicLowFlags