Object Data

Object Data is an objects' built in fields such as which graphic is displaying or how dirty the object is. There are 80 in total, and each can be accessed by SimAntics via a Scope. The relevant fields are usually set in the object's init function. NOTE: People also have object data, though some fields will not function for them.

Object Data Entries

id name notes
0 Graphic This number should be added to OBJD.BaseGraphicID to calculate the DGRP ID when refreshing the graphic.
1 Direction 0-7 in steps of 45 degrees clockwise, where 0 is facing the road (north)
2 Container ID The object that contains this one.
3 Slot Number The slot of the Container object that this object is contained in.
4 Allowed Height Flags
5 Wall Adjacency Flags
6 Route ID
7 Room Impact
8 Flags
9 Route Preference
10 Route Penalty
11 Object ID This object's ID.
12 Target ID Seems to be set for "Pickup from slot" entry point, most likely set to the object in question.
13 Wall Placement Flags
14 Slot hier number
15 Repair State
16 Light Source
17 Walk Style 0 = walk, 1 = run, 2 = leave lot
18 Sim Age Unused. The field in Person Data is used for this.
19 Unused Gender Unused.
20 Tree Table Entry
21 Birth Minute
22 Speed
23 Rotation Notches
24 Birth Hour
25 Lockout Count If this is >0, the object is not considered by the Find Best Object for Function primitive. Decrements once every tick until 0.
26 Parent ID
27 Weight
28 Support Strength
29 Room
30 Room Placement
31 Prep Value
32 Cook Value
33 Surface Value
34 Hidden 0: Object is visible, 1: Object is hidden
35 Temperature
36 Dispose Value
37 Wash Dish Value
38 Eating Surface Value
39 Dirty Level How dirty an object is. The maid will run the clean tree of any cleanable object with this > 400.
40 Flag Field 2 See below this table.
41 Unused41
42 Placement Flags
43 Movement Flags
44 Maximum Grade
45 Birth Year Defaults to 1997?
46 Birth Month Defaults to 6?
47 Birth Day Defaults to 15?
48 Age in Months
49 Size
50 Hide Interaction If this is set to 1 in the caller of an interaction check tree, the interaction is hidden from the pie menu.
51 Lighting Contribution Range 0-100
52 Primitive Result Very interesting. I'll have to keep a eye out for anything accessing this.
53 Wall Block Flags
54 Primitive Result ID
55 GlobalWearRepairState
56 AgeInvenQtrDaysStart
57 AgeQtrDays
58 Object Version
59 Category Objects set this so that they can be identified as part of a category, eg. counters.
60 SimIndependent
61 Serving Surface Value
62 Use Count
63 Exclusive Placement Flags
64 Gardening Value
65 Wash Hands Value
66 Function Score
67 Slot Count
68 PersistedFlags
69 kUnused_RandomSeedLO
70 SalePriceHi
71 SalePriceLo
72 Group ID
73 Reserved73
74 Reserved74
75 Reserved75
76 Reserved76
77 Reserved77
78 Reserved78
79 Reserved79

Flag Fields

There are various flag fields used by behaviors to determine if certain interactions will work on an object.

40 - Flag Field 2

bit name notes
0 CanBreak
1 CanDie
2 CanBeRepossessed
3 ObstructsView
4 Floats
5 Burns
6 Fixable
7 CannotBeStolen
8 GeneratesHeat
9 CanBeLighted
10 GeneratesLight
11 CanGetDirty
12 ContributesToAsthetic
13 unused
14 Architectual Window
15 Architectual Door
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