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 |
page revision: 13, last edited: 13 Mar 2014 10:07