DB/GameObjectDisplayInfo

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GameObjectCache.wdb reads this file to associate models with objects. Actually this DBC is used for more than that it seems and also controls models used partially in some spells but not sure how at the moment. (Spell Focus objects like Anvils or Forges, maybe?). Used in the Create House (TEST) spell. The Spell_C_CastSpell method uses the following, Spell->EffectMiscValue[0] -> GameObjectCache.wdb -> GameObjectDisplayInfoRec, to get the model which is spawned at the target position, collision is enabled.

This DBC holds information about every type of models (WMO too). Models (M2) are listed as .MDX as always.

0.5.3.3368, 1.12.1.5875

struct GameObjectDisplayInfoRec {
  uint32_t m_ID;
  stringref m_modelName;
  uint32_t m_Sound[10];
};

3.0.3.9183

1 ID, int
2 Filename, string 
3 Stand, iRefId: SoundEntries
4 Open, iRefId: SoundEntries	
5 Loop, iRefId: SoundEntries	
6 Close, iRefId: SoundEntries
7 Destroy, iRefId: SoundEntries	
8 Opened, iRefId: SoundEntries	
9 Custom0, iRefId: SoundEntries	
10 Custom1, iRefId: SoundEntries	
11 Custom2, iRefId: SoundEntries	
12 Custom3, iRefId: SoundEntries	
13-18 Vec3D[2], most likely bounding boxes or something similar.
19 New since WotLK: ObjectEffectPackage.dbc, iRefId: ObjectEffectPackage, only on those flying ships in Icecrown.

6.0.1.18179

struct GameObjectDisplayInfoRec {
  uint32_t m_ID;
  uint32_t m_fileDataID;
  uint32_t m_Sound[10];
  float m_geoBoxMin[3];
  float m_geoBoxMax[3];
  uint32_t m_objectEffectPackageID;
  float m_overrideLootEffectScale;
  float m_overrideNameScale;
};

8.0.1.25902

struct GameObjectDisplayInfoRec {
  uint32_t m_ID;
  uint32_t m_fileDataID;
  float m_geoBoxMin[3];
  float m_geoBoxMax[3];
  float m_overrideLootEffectScale;
  float m_overrideNameScale;
  uint16_t m_objectEffectPackageID;
};