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Table: gameobject_template

Contains template of all gameobjects

Structure

Field

Type

Attributes

Key

Null

Default

Extra

Comment

entry

mediumint(8)

unsigned

PRI

NO

0

 

 

type

tinyint(3)

unsigned

 

NO

0

 

 

displayId

mediumint(8)

unsigned

 

NO

0

 

 

name

varchar(100)

signed

 

NO

"

 

 

IconName

varchar(100)

signed

 

NO

"

 

 

castBarCaption

varchar(100)

signed

 

NO

"

 

 

unk1

varchar(100)

signed

 

NO

"

 

 

faction

smallint(5)

unsigned

 

NO

0

 

 

flags

int(10)

unsigned

 

NO

0

 

 

size

float

signed

 

NO

1

 

 

questItem1

int(11)

unsigned

 

NO

0

 

 

questItem2

int(11)

unsigned

 

NO

0

 

 

questItem3

int(11)

unsigned

 

NO

0

 

 

questItem4

int(11)

unsigned

 

NO

0

 

 

questItem5

int(11)

unsigned

 

NO

0

 

 

questItem6

int(11)

unsigned

 

NO

0

 

 

data0

int(10)

unsigned

 

NO

0

 

 

data1

int(11)

unsigned

 

NO

-1

 

 

data2

int(10)

unsigned

 

NO

0

 

 

data3

int(10)

unsigned

 

NO

0

 

 

data4

int(10)

unsigned

 

NO

0

 

 

data5

int(10)

unsigned

 

NO

0

 

 

data6

int(11)

unsigned

 

NO

-1

 

 

data7

int(10)

unsigned

 

NO

0

 

 

data8

int(10)

unsigned

 

NO

0

 

 

data9

int(10)

unsigned

 

NO

0

 

 

data10

int(10)

unsigned

 

NO

0

 

 

data11

int(10)

unsigned

 

NO

0

 

 

data12

int(10)

unsigned

 

NO

0

 

 

data13

int(10)

unsigned

 

NO

0

 

 

data14

int(10)

unsigned

 

NO

0

 

 

data15

int(10)

unsigned

 

NO

0

 

 

data16

int(10)

unsigned

 

NO

0

 

 

data17

int(10)

unsigned

 

NO

0

 

 

data18

int(10)

unsigned

 

NO

0

 

 

data19

int(10)

unsigned

 

NO

0

 

 

data20

int(10)

unsigned

 

NO

0

 

 

data21

int(10)

unsigned

 

NO

0

 

 

data22

int(10)

unsigned

 

NO

0

 

 

data23

int(10)

unsigned

 

NO

0

 

 

AIName

char(64)

signed

 

NO

"

 

 

ScriptName

varchar(64)

signed

 

NO

"

 

 

WDBVerified

smallint(5)

signed

 

YES

1

 

 

Description of the fields

entry

Id of the gameobject template. WDB-fields

type

WDB-fields

displayId

Graphic model id sent to the client from GameObjectDisplayInfo.dbc WDB-fields

name

Object's name. WDB-fields

IconName

Works exactly like creature_template IconName.

Working iconnames;

Taxi
Talk
Attack
Directions
Quest

You may experience minor bugs trying to get the Quest (Yellow exclamation mark) working.
However; the rest of the listed icons, works.

WDB-fields

castBarCaption

Shows unique text in the object's casting bar when the object is used. WDB-fields

unk1

field-no-description|7

faction

Object's faction, if any. See FactionTemplate.dbc
Sniff-fields

flags

Flag

Name

Comments

1

0x00000001

GO_FLAG_IN_USE

Gameobject in use - Disables interaction while being animated

2

0x00000002

GO_FLAG_LOCKED

Makes the Gameobject Locked. Requires a key, spell, or event to be opened. "Locked" appears in tooltip

4

0x00000004

GO_FLAG_INTERACT_COND

Untargetable, cannot interact

8

0x00000008

GO_FLAG_TRANSPORT

Gameobject can transport (boat, elevator, car)

16

0x00000010

GO_FLAG_NOT_SELECTABLE

Not selectable

(Not even in GM-mode)

32

0x00000020

GO_FLAG_NODESPAWN

Never despawns. Typical for gameobjects with on/off state (doors for example)

64

0x00000040

GO_FLAG_TRIGGERED

typically, summoned objects. Triggered by spell or other events

512

0x00000200

GO_FLAG_DAMAGED

Gameobject has been siege damaged

1024

0x00000400

GO_FLAG_DESTROYED

Gameobject has been destroyed

Sniff-fields

size

Object's size must be set because graphic models can be resample. WDB-fields

questItem1-6

field-no-description|11

WDB-fields

data0-23

The content of the data fields depends on the gameobject type

Values for these fields come from WDB and are not to be changed.

*GAMEOBJECT_TYPE_DOOR = 0

    • data0: startOpen (Boolean flag)
    • data1: open (LockId from Lock.dbc)
    • data2: autoClose (Time in milliseconds)
    • data3: noDamageImmune (Boolean flag)
    • data4: openTextID (Unknown Text ID)
    • data5: closeTextID (Unknown Text ID)

*GAMEOBJECT_TYPE_BUTTON = 1

    • data0: startOpen (State)
    • data1: open (LockId from Lock.dbc)
    • data2: autoClose (long unknown flag)
    • data3: linkedTrap (gameobject_template.entry (Spawned GO type 6))
    • data4: noDamageImmune (Boolean flag)
    • data5: large? (Boolean flag)
    • data6: openTextID (Unknown Text ID)
    • data7: closeTextID (Unknown Text ID)
    • data8: losOK (Boolean flag)

*GAMEOBJECT_TYPE_QUESTGIVER = 2

    • data0: open (LockId from Lock.dbc)
    • data1: questList (unknown ID)
    • data2: pageMaterial (PageTextMaterial.dbc)
    • data3: gossipID (gossip_menu id)
    • data4: customAnim (unknown value from 1 to 4)
    • data5: noDamageImmune (Boolean flag)
    • data6: openTextID (Unknown Text ID)
    • data7: losOK (Boolean flag)
    • data8: allowMounted (Boolean flag)
    • data9: large? (Boolean flag)

*GAMEOBJECT_TYPE_CHEST = 3

    • data0: open (LockId from Lock.dbc)
    • data1: chestLoot (gameobject_loot_template.entry) WDB-fields
    • data2: chestRestockTime (time in seconds)
    • data3: consumable (State: Boolean flag)
    • data4: minRestock (Min successful loot attempts for Mining, Herbalism etc)
    • data5: maxRestock (Max successful loot attempts for Mining, Herbalism etc)
    • data6: lootedEvent (unknown ID)
    • data7: linkedTrap (gameobject_template.entry (Spawned GO type 6))
    • data8: questID (quest_template.id of completed quest)
    • data9: level (minimal level required to open this gameobject)
    • data10: losOK (Boolean flag)
    • data11: leaveLoot (Boolean flag)
    • data12: notInCombat (Boolean flag)
    • data13: log loot (Boolean flag)
    • data14: openTextID (Unknown ID)
    • data15: use group loot rules (Boolean flag)

*GAMEOBJECT_TYPE_BINDER = 4

Object type not used

*GAMEOBJECT_TYPE_GENERIC = 5

    • data0: floatingTooltip (Boolean flag)
    • data1: highlight (Boolean flag)
    • data2: serverOnly? (Always 0)
    • data3: large? (Boolean flag)
    • data4: floatOnWater (Boolean flag)
    • data5: questID (Required active quest_template.id to work)

*GAMEOBJECT_TYPE_TRAP = 6

    • data0: open (LockId from Lock.dbc)
    • data1: level (npc equivalent level for casted spell)
      **data2: diameter (so radius*2)
    • data3: spell (Spell Id from Spell.dbc)
    • data4: type (0 trap with no despawn after cast. 1 trap despawns after cast. 2 bomb casts on spawn)
    • data5: cooldown (time in seconds)
    • data6:  ? (unknown flag)
    • data7: startDelay? (time in seconds)
    • data8: serverOnly? (always 0)
    • data9: stealthed (Boolean flag)
    • data10: large? (Boolean flag)
    • data11: stealthAffected (Boolean flag)
    • data12: openTextID (Unknown ID)

*GAMEOBJECT_TYPE_CHAIR = 7

    • data0: chairslots (number of players that can sit down on it)
    • data1: chairorientation? (number of usable side?)

*GAMEOBJECT_TYPE_SPELL_FOCUS = 8

*GAMEOBJECT_TYPE_TEXT = 9

*GAMEOBJECT_TYPE_GOOBER = 10

    • data0: open (LockId from Lock.dbc)
    • data1: questID (Required active quest_template.id to work)
    • data2: eventID (event_script id)
    • data3:  ? (unknown flag)
    • data4: customAnim (unknown)
    • data5: consumable (Boolean flag controling if gameobject will despawn or not)
    • data6: cooldown (time is seconds)
    • data7: pageID (page_text.entry)
    • data8: language (from Languages.dbc)
    • data9: pageMaterial (PageTextMaterial.dbc)
    • data10: spell (Spell Id from Spell.dbc)
    • data11: noDamageImmune (Boolean flag)
    • data12: linkedTrap (gameobject_template.entry (Spawned GO type 6))
    • data13: large? (Boolean flag)
    • data14: openTextID (Unknown ID)
    • data15: closeTextID (Unknown ID)
    • data16: losOK (Boolean flag) (somewhat related to battlegrounds)
    • data19: gossipID - casts the spell when used

*GAMEOBJECT_TYPE_TRANSPORT = 11

No data data used, all are always 0

*GAMEOBJECT_TYPE_AREADAMAGE = 12

Object type not used

*GAMEOBJECT_TYPE_CAMERA = 13

*GAMEOBJECT_TYPE_MAPOBJECT = 14

No data data used, all are always 0

*GAMEOBJECT_TYPE_MOTRANSPORT = 15

    • data0: taxiPathID (Id from TaxiPath.dbc)
    • data1: moveSpeed
    • data2: accelRate
    • data5:  ?
    • data6:  ?
    • data7:  ?
    • data8:  ?

*GAMEOBJECT_TYPE_DUELFLAG = 16

Only one Gameobject with this type (21680) and no data data

*GAMEOBJECT_TYPE_FISHINGNODE = 17

Only one Gameobject with this type (35591) and no data data

*GAMEOBJECT_TYPE_RITUAL = 18

    • data0: casters?
    • data1: spell (Spell Id from Spell.dbc)
    • data2: animSpell (Spell Id from Spell.dbc)
    • data3: ritualPersistent (Boolean flag)
    • data4: casterTargetSpell (Spell Id from Spell.dbc)
    • data5: casterTargetSpellTargets (Boolean flag)
    • data6: castersGrouped (Boolean flag)

*GAMEOBJECT_TYPE_MAILBOX = 19

No data data used, all are always 0

*GAMEOBJECT_TYPE_AUCTIONHOUSE = 20

*GAMEOBJECT_TYPE_GUARDPOST = 21

    • data0: CreatureID
    • data1: unk

*GAMEOBJECT_TYPE_SPELLCASTER = 22

    • data0: spell (Spell Id from Spell.dbc)
    • data1: charges
    • data2: partyOnly (Boolean flag, need to be in group to use it)

*GAMEOBJECT_TYPE_MEETINGSTONE = 23

*GAMEOBJECT_TYPE_FLAGSTAND = 24

    • data0: open (LockId from Lock.dbc)
    • data1: pickupSpell (Spell Id from Spell.dbc)
    • data2: radius (distance)
    • data3: returnAura (Spell Id from Spell.dbc)
    • data4: returnSpell (Spell Id from Spell.dbc)
    • data5: noDamageImmune (Boolean flag)
    • data6:  ?
    • data7: losOK (Boolean flag)

*GAMEOBJECT_TYPE_FISHINGHOLE = 25

*GAMEOBJECT_TYPE_FLAGDROP = 26

    • data0: open (LockId from Lock.dbc)
    • data1: eventID (Unknown Event ID)
    • data2: pickupSpell (Spell Id from Spell.dbc)
    • data3: noDamageImmune (Boolean flag)

*GAMEOBJECT_TYPE_MINIGAME = 27

Object type not used

Reused in core for CUSTOM_TELEPORT

*GAMEOBJECT_TYPE_LOTTERYKIOSK = 28

Object type not used

*GAMEOBJECT_TYPE_CAPTUREPOINT = 29

    • data0: radius (Distance)
    • data1: spell (Unknown ID, not a spell id in dbc file, maybe server only side spell)
    • data2: worldState1
    • data3: worldstate2
    • data4: winEventID1 (Unknown Event ID)
    • data5: winEventID2 (Unknown Event ID)
    • data6: contestedEventID1 (Unknown Event ID)
    • data7: contestedEventID2 (Unknown Event ID)
    • data8: progressEventID1 (Unknown Event ID)
    • data9: progressEventID2 (Unknown Event ID)
    • data10: neutralEventID1 (Unknown Event ID)
    • data11: neutralEventID2 (Unknown Event ID)
    • data12: neutralPercent
    • data13: worldstate3
    • data14: minSuperiority
    • data15: maxSuperiority
    • data16: minTime (in seconds)
    • data17: maxTime (in seconds)
    • data18: large? (Boolean flag)

*GAMEOBJECT_TYPE_AURAGENERATOR = 30

    • data0: startOpen (Boolean flag)
    • data1: radius (Distance)
    • data2: auraID1 (Spell Id from Spell.dbc)
    • data3: conditionID1 (Unknown ID)

*GAMEOBJECT_TYPE_DUNGEONDIFFICULTY = 31

    • data0: mapID (From Map.dbc)
    • data1: difficulty

      Value

      Comment

      0

      5 man normal, 10 man normal

      1

      5 man heroic, 25 normal

      2

      10 man heroic

      3

      25 man heroic

*GAMEOBJECT_TYPE_BARBER_CHAIR = 32

Used for barbier chairs.

*GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING = 33

    • data0: intactNumHits
    • data1: creditProxyCreature
    • data2: state1Name
    • data3: intactEvent
    • data4: damagedDisplayId
    • data5: damagedNumHits
    • data6: empty3
    • data7: empty4
    • data8: empty5
    • data9: damagedEvent
    • data10: destroyedDisplayId
    • data11: empty7
    • data12: empty8
    • data13: empty9
    • data14: destroyedEvent
    • data15: empty10
    • data16: debuildingTimeSecs
    • data17: empty11
    • data18: destructibleData
    • data19: rebuildingEvent
    • data20: empty12
    • data21: empty13
    • data22: damageEvent
    • data23: empty14

*GAMEOBJECT_TYPE_GUILD_BANK = 34

No data data used, all are always 0

*GAMEOBJECT_TYPE_TRAPDOOR = 35

    • data0: whenToPause
    • data1: startOpen
    • data2: autoClose

AIName

This field is overridden by ScriptName field if both are set. Only 'SmartGameObjectAI' can be used.

ScriptName

Name of the script this object uses if needed

WDBVerified

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1 Comment

  1. //0 GAMEOBJECT_TYPE_DOOR
            struct
            {
                uint32 startOpen; //0 used client side to determine GO_ACTIVATED means open/closed
                uint32 lockId; //1 -> Lock.dbc
                uint32 autoCloseTime; //2 secs till autoclose = autoCloseTime / 0x10000
                uint32 noDamageImmune; //3 break opening whenever you recieve damage?
                uint32 openTextID; //4 can be used to replace castBarCaption?
                uint32 closeTextID; //5
                uint32 ignoredByPathing; //6
            } door;
            //1 GAMEOBJECT_TYPE_BUTTON
            struct
            {
                uint32 startOpen; //0
                uint32 lockId; //1 -> Lock.dbc
                uint32 autoCloseTime; //2 secs till autoclose = autoCloseTime / 0x10000
                uint32 linkedTrap; //3
                uint32 noDamageImmune; //4 isBattlegroundObject
                uint32 large; //5
                uint32 openTextID; //6 can be used to replace castBarCaption?
                uint32 closeTextID; //7
                uint32 losOK; //8
            } button;
            //2 GAMEOBJECT_TYPE_QUESTGIVER
            struct
            {
                uint32 lockId; //0 -> Lock.dbc
                uint32 questList; //1
                uint32 pageMaterial; //2
                uint32 gossipID; //3
                uint32 customAnim; //4
                uint32 noDamageImmune; //5
                uint32 openTextID; //6 can be used to replace castBarCaption?
                uint32 losOK; //7
                uint32 allowMounted; //8 Is usable while on mount/vehicle. (0/1)
                uint32 large; //9
            } questgiver;
            //3 GAMEOBJECT_TYPE_CHEST
            struct
            {
                uint32 lockId; //0 -> Lock.dbc
                uint32 lootId; //1
                uint32 chestRestockTime; //2
                uint32 consumable; //3
                uint32 minSuccessOpens; //4 Deprecated, pre 3.0 was used for mining nodes but since WotLK all mining nodes are usable once and grant all loot with a single use
                uint32 maxSuccessOpens; //5 Deprecated, pre 3.0 was used for mining nodes but since WotLK all mining nodes are usable once and grant all loot with a single use
                uint32 eventId; //6 lootedEvent
                uint32 linkedTrapId; //7
                uint32 questId; //8 not used currently but store quest required for GO activation for player
                uint32 level; //9
                uint32 losOK; //10
                uint32 leaveLoot; //11
                uint32 notInCombat; //12
                uint32 logLoot; //13
                uint32 openTextID; //14 can be used to replace castBarCaption?
                uint32 groupLootRules; //15
                uint32 floatingTooltip; //16
            } chest;
            //4 GAMEOBJECT_TYPE_BINDER - empty
            //5 GAMEOBJECT_TYPE_GENERIC
            struct
            {
                uint32 floatingTooltip; //0
                uint32 highlight; //1
                uint32 serverOnly; //2
                uint32 large; //3
                uint32 floatOnWater; //4
                int32 questID; //5
            } _generic;
            //6 GAMEOBJECT_TYPE_TRAP
            struct
            {
                uint32 lockId; //0 -> Lock.dbc
                uint32 level; //1
                uint32 radius; //2 radius for trap activation
                uint32 spellId; //3
                uint32 type; //4 0 trap with no despawn after cast. 1 trap despawns after cast. 2 bomb casts on spawn.
                uint32 cooldown; //5 time in secs
                int32 autoCloseTime; //6
                uint32 startDelay; //7
                uint32 serverOnly; //8
                uint32 stealthed; //9
                uint32 large; //10
                uint32 invisible; //11
                uint32 openTextID; //12 can be used to replace castBarCaption?
                uint32 closeTextID; //13
                uint32 ignoreTotems; //14
            } trap;
            //7 GAMEOBJECT_TYPE_CHAIR
            struct
            {
                uint32 slots; //0
                uint32 height; //1
                uint32 onlyCreatorUse; //2
                uint32 triggeredEvent; //3
            } chair;
            //8 GAMEOBJECT_TYPE_SPELL_FOCUS
            struct
            {
                uint32 focusId; //0
                uint32 dist; //1
                uint32 linkedTrapId; //2
                uint32 serverOnly; //3
                uint32 questID; //4
                uint32 large; //5
                uint32 floatingTooltip; //6
            } spellFocus;
            //9 GAMEOBJECT_TYPE_TEXT
            struct
            {
                uint32 pageID; //0
                uint32 language; //1
                uint32 pageMaterial; //2
                uint32 allowMounted; //3 Is usable while on mount/vehicle. (0/1)
            } text;
            //10 GAMEOBJECT_TYPE_GOOBER
            struct
            {
                uint32 lockId; //0 -> Lock.dbc
                int32 questId; //1
                uint32 eventId; //2
                uint32 autoCloseTime; //3
                uint32 customAnim; //4
                uint32 consumable; //5
                uint32 cooldown; //6
                uint32 pageId; //7
                uint32 language; //8
                uint32 pageMaterial; //9
                uint32 spellId; //10
                uint32 noDamageImmune; //11
                uint32 linkedTrapId; //12
                uint32 large; //13
                uint32 openTextID; //14 can be used to replace castBarCaption?
                uint32 closeTextID; //15
                uint32 losOK; //16 isBattlegroundObject
                uint32 allowMounted; //17 Is usable while on mount/vehicle. (0/1)
                uint32 floatingTooltip; //18
                uint32 gossipID; //19
                uint32 WorldStateSetsState; //20
            } goober;
            //11 GAMEOBJECT_TYPE_TRANSPORT
            struct
            {
                uint32 pause; //0
                uint32 startOpen; //1
                uint32 autoCloseTime; //2 secs till autoclose = autoCloseTime / 0x10000
                uint32 pause1EventID; //3
                uint32 pause2EventID; //4
            } transport;
            //12 GAMEOBJECT_TYPE_AREADAMAGE
            struct
            {
                uint32 lockId; //0
                uint32 radius; //1
                uint32 damageMin; //2
                uint32 damageMax; //3
                uint32 damageSchool; //4
                uint32 autoCloseTime; //5 secs till autoclose = autoCloseTime / 0x10000
                uint32 openTextID; //6
                uint32 closeTextID; //7
            } areadamage;
            //13 GAMEOBJECT_TYPE_CAMERA
            struct
            {
                uint32 lockId; //0 -> Lock.dbc
                uint32 cinematicId; //1
                uint32 eventID; //2
                uint32 openTextID; //3 can be used to replace castBarCaption?
            } camera;
            //14 GAMEOBJECT_TYPE_MAPOBJECT - empty
            //15 GAMEOBJECT_TYPE_MO_TRANSPORT
            struct
            {
                uint32 taxiPathId; //0
                uint32 moveSpeed; //1
                uint32 accelRate; //2
                uint32 startEventID; //3
                uint32 stopEventID; //4
                uint32 transportPhysics; //5
                uint32 mapID; //6
                uint32 worldState1; //7
            } moTransport;
            //16 GAMEOBJECT_TYPE_DUELFLAG - empty
            //17 GAMEOBJECT_TYPE_FISHINGNODE - empty
            //18 GAMEOBJECT_TYPE_SUMMONING_RITUAL
            struct
            {
                uint32 reqParticipants; //0
                uint32 spellId; //1
                uint32 animSpell; //2
                uint32 ritualPersistent; //3
                uint32 casterTargetSpell; //4
                uint32 casterTargetSpellTargets; //5
                uint32 castersGrouped; //6
                uint32 ritualNoTargetCheck; //7
            } summoningRitual;
            //19 GAMEOBJECT_TYPE_MAILBOX - empty
            //20 GAMEOBJECT_TYPE_DONOTUSE - empty
            //21 GAMEOBJECT_TYPE_GUARDPOST
            struct
            {
                uint32 creatureID; //0
                uint32 charges; //1
            } guardpost;
            //22 GAMEOBJECT_TYPE_SPELLCASTER
            struct
            {
                uint32 spellId; //0
                uint32 charges; //1
                uint32 partyOnly; //2
                uint32 allowMounted; //3 Is usable while on mount/vehicle. (0/1)
                uint32 large; //4
            } spellcaster;
            //23 GAMEOBJECT_TYPE_MEETINGSTONE
            struct
            {
                uint32 minLevel; //0
                uint32 maxLevel; //1
                uint32 areaID; //2
            } meetingstone;
            //24 GAMEOBJECT_TYPE_FLAGSTAND
            struct
            {
                uint32 lockId; //0
                uint32 pickupSpell; //1
                uint32 radius; //2
                uint32 returnAura; //3
                uint32 returnSpell; //4
                uint32 noDamageImmune; //5
                uint32 openTextID; //6
                uint32 losOK; //7
            } flagstand;
            //25 GAMEOBJECT_TYPE_FISHINGHOLE
            struct
            {
                uint32 radius; //0 how close bobber must land for sending loot
                uint32 lootId; //1
                uint32 minSuccessOpens; //2
                uint32 maxSuccessOpens; //3
                uint32 lockId; //4 -> Lock.dbc; possibly 1628 for all?
            } fishinghole;
            //26 GAMEOBJECT_TYPE_FLAGDROP
            struct
            {
                uint32 lockId; //0
                uint32 eventID; //1
                uint32 pickupSpell; //2
                uint32 noDamageImmune; //3
                uint32 openTextID; //4
            } flagdrop;
            //27 GAMEOBJECT_TYPE_MINI_GAME
            struct
            {
                uint32 gameType; //0
            } miniGame;
            //29 GAMEOBJECT_TYPE_CAPTURE_POINT
            struct
            {
                uint32 radius; //0
                uint32 spell; //1
                uint32 worldState1; //2
                uint32 worldstate2; //3
                uint32 winEventID1; //4
                uint32 winEventID2; //5
                uint32 contestedEventID1; //6
                uint32 contestedEventID2; //7
                uint32 progressEventID1; //8
                uint32 progressEventID2; //9
                uint32 neutralEventID1; //10
                uint32 neutralEventID2; //11
                uint32 neutralPercent; //12
                uint32 worldstate3; //13
                uint32 minSuperiority; //14
                uint32 maxSuperiority; //15
                uint32 minTime; //16
                uint32 maxTime; //17
                uint32 large; //18
                uint32 highlight; //19
                uint32 startingValue; //20
                uint32 unidirectional; //21
            } capturePoint;
            //30 GAMEOBJECT_TYPE_AURA_GENERATOR
            struct
            {
                uint32 startOpen; //0
                uint32 radius; //1
                uint32 auraID1; //2
                uint32 conditionID1; //3
                uint32 auraID2; //4
                uint32 conditionID2; //5
                uint32 serverOnly; //6
            } auraGenerator;
            //31 GAMEOBJECT_TYPE_DUNGEON_DIFFICULTY
            struct
            {
                uint32 mapID; //0
                uint32 difficulty; //1
            } dungeonDifficulty;
            //32 GAMEOBJECT_TYPE_BARBER_CHAIR
            struct
            {
                uint32 chairheight; //0
                uint32 heightOffset; //1
            } barberChair;
            //33 GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING
            struct
            {
                uint32 intactNumHits; //0
                uint32 creditProxyCreature; //1
                uint32 state1Name; //2
                uint32 intactEvent; //3
                uint32 damagedDisplayId; //4
                uint32 damagedNumHits; //5
                uint32 empty3; //6
                uint32 empty4; //7
                uint32 empty5; //8
                uint32 damagedEvent; //9
                uint32 destroyedDisplayId; //10
                uint32 empty7; //11
                uint32 empty8; //12
                uint32 empty9; //13
                uint32 destroyedEvent; //14
                uint32 empty10; //15
                uint32 debuildingTimeSecs; //16
                uint32 empty11; //17
                uint32 destructibleData; //18
                uint32 rebuildingEvent; //19
                uint32 empty12; //20
                uint32 empty13; //21
                uint32 damageEvent; //22
                uint32 empty14; //23
            } building;
            //34 GAMEOBJECT_TYPE_GUILDBANK - empty
            //35 GAMEOBJECT_TYPE_TRAPDOOR
            struct
            {
                uint32 whenToPause; // 0
                uint32 startOpen; // 1
                uint32 autoClose; // 2
            } trapDoor;

    I take it in your source, if you can edit the message and then delete my message, thanks.