DB/SheatheSoundLookups
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0.5.3.3368, 1.12.1.5875, 3.3.5.12340
struct SheatheSoundLookupsRec {
uint32_t m_ID;
foreign_keyⁱ<uint32_t, &ItemSubClassRec::m_classID> m_classID;
foreign_keyⁱ<uint32_t, &ItemSubClassRec::m_subclassID> m_subclassID;
foreign_keyⁱ<uint32_t, &MaterialRec::m_ID> m_material; // always if 1 then PARRYMATERIAL_METAL else PARRYMATERIAL_WOOD
uint32_t m_checkMaterial; // InitializeSheatheSounds()
if set, the explicit class/subclass/material combinations are used. missing materials are not assigned a sound
// if not set, entries are created for all Materials with the same class, subclass and sounds as the record
uint32_t m_sheatheSound;
uint32_t m_unsheatheSound;
};
enum PARRYMATERIALS
{
PARRYMATERIAL_WOOD = 0x0,
PARRYMATERIAL_METAL = 0x1,
NUM_PARRYMATERIALS = 0x2,
};
Structure
Column Field Type Notes 1 ID Integer 2 ClassId Integer Type... 4 = shield, 2 = weapon (probably iRefID_ItemSubClass_classID) 3 SubClassId Integer Unique ID per type, per weapon type (probably iRefID_ItemSubClass_subClassID) 4 Material Integer Theory: Grouping or type? 0 = shield, 1 = metal weapon, 2 = wood weapon 5 CheckMaterial Integer Shields are 0, everything else is 1.... 6 iRefID_SoundEntries_sheath Integer 7 iRefID_SoundEntries_unsheath Integer