DB/AnimationData: Difference between revisions

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(is used in Vanilla, BC, Cata & MoP as well)
mNo edit summary
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   uint32_t m_BehaviorTier;
   uint32_t m_BehaviorTier;
  };
  };
[[Category:DBC]][[Category:DBC_Vanilla]][[Category:DBC_BC]][[Category:DBC_WotLK]][[Category:DBC_MoP]]
[[Category:DBC]][[Category:DBC_Vanilla]][[Category:DBC_BC]][[Category:DBC_WotLK]][[Category:DBC_Cataclysm]][[Category:DBC_MoP]]
[[Category:DBC_WoD]][[Category:3.0.2.8905]][[Category:6.0.1.18179]]
[[Category:DBC_WoD]][[Category:3.0.2.8905]][[Category:6.0.1.18179]]

Revision as of 14:51, 9 February 2016

This table defines the different animations models can have.

Header Info

Records...................474
Fields......................8
Record Size................32
String Block Size........5910

Structure

Column Field Type Notes
1 ID Integer
2 Name String
3 Weaponflags Integer 0: weapon untouched/non-affected; 4, 16: weapon puts back automatically(either somehow different ?); 32: pull weapons out during animation.
4 Bodyflags Integer Flags of some sort.
5 Flags Integer
6 Unknown Integer 2.* only.
6 Fallback iRefID The animation, preceeding this one.
7 BehaviorID Integer Same as ID for normal animations. (WotLK)
8 BehaviorTier Integer 0 for normal, 3 for fly. (WotLK)

--schlumpf_ 21:33, 28 September 2008 (CEST)


6.0.1.18179

struct AnimationDataRec {
  uint32_t m_ID;
  stringref m_Name;
  uint32_t m_Flags;
  foreign_key<uint32_t, &AnimationDataRec::m_ID> m_Fallback;
  uint32_t m_BehaviorID;
  uint32_t m_BehaviorTier;
};