DB/AnimationData: Difference between revisions
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= | __TOC__ | ||
This table defines the different animations [[M2|models]] can have. | |||
==1.12.1.5875== | |||
struct AnimationDataRec { | |||
uint32_t m_ID; | |||
{{Template:Type|stringref}} m_Name; | |||
uint32_t weapon_flags; | |||
uint32_t body_flags; | |||
uint32_t m_Flags; | |||
{{Template:Type/foreign_key|table=AnimationData}} m_Fallback; | |||
{{Template:Type/foreign_key|table=AnimationData}} previous; | |||
}; | |||
==Wrath== | |||
===3.3.5.12340=== | |||
====Table==== | |||
{| style="background:#FCFCFC; color:black" | |||
|- | |||
! width="80" | Column | |||
! width="180" | Field | |||
! width="80" | Type | |||
! width="500" | 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 || | |||
|- style="background:#FEE8D6;" | |||
| Removed || Unknown || Integer || 2.* only. | |||
|- style="background:#F0F8FF;" | |||
| 6 || [[AnimationData.dbc|Fallback_AnimationData.ID]] || iRefID || The animation, preceeding this one. | |||
|- style="background:#C1FFC1;" | |||
| 7 || BehaviorID || Integer || Same as ID for normal animations. (WotLK) | |||
|- style="background:#C1FFC1;" | |||
| 8 || BehaviorTier || Integer || 0 for normal, 3 for fly. (WotLK) | |||
|} | |||
==Warlords== | |||
===6.0.1.18179, 6.2.4.21742=== | |||
====Struct==== | |||
struct AnimationDataRec { | |||
uint32_t m_ID; | |||
{{Template:Type|stringref}} m_Name; | |||
uint32_t m_Flags; | |||
{{Template:Type/foreign_key|table=AnimationData}} m_Fallback; | |||
uint32_t m_BehaviorID; | |||
uint32_t m_BehaviorTier; | |||
}; | |||
Known m_Flags: | |||
ANIM_FLAG_UNK1 = 0x1 // 1 - Animation used for Emotes | |||
ANIM_FLAG_UNK2 = 0x2 // 2 - Animation used for Spells | |||
ANIM_FLAG_UNK3 = 0x4 // 4 - Hide Weapons | |||
ANIM_FLAG_UNK4 = 0x8 // 8 - Fallback Plays Backwards | |||
ANIM_FLAG_UNK5 = 0x10 // 16 - Fallback Holds Last Frame | |||
ANIM_FLAG_UNK6 = 0x20 // 32 - Load Only on Demand | |||
ANIM_FLAG_UNK7 = 0x40 // 64 - Fallback to Variation Zero | |||
ANIM_FLAG_UNK8 = 0x80 // 128 - Never allow spine/head twist | |||
ANIM_FLAG_UNK9 = 0x100 // 256 - Force pitch and roll to track ground surface | |||
ANIM_FLAG_UNK10 = 0x200 // 512 | |||
ANIM_FLAG_RETAIN_SHEATH = 0x400 // 1024 - Move Weapons to Sheath | |||
ANIM_FLAG_FORCE_WEAP_WITHDRAW = 0x800 // 2048 - Move Melee Weapons to Hand | |||
ANIM_FLAG_UNK13 = 0x1000 // 4096 - Scale to Ground | |||
==Legion== | |||
===7.0.1.21737=== | |||
====Table==== | |||
{| style="background:#FCFCFC; color:black" | |||
|- | |||
! width="80" | Column | |||
! width="180" | Field | |||
! width="80" | Type | |||
! width="500" | Notes | |||
|- style="background:#E0E0E0;" | |||
| 1 || ID || Integer || | |||
|- | |||
| 2 || Name || String || | |||
|- style="background:#E0E0E0;" | |||
| 3 || Flags || Int || | |||
|- | |||
| 4 || [[AnimationData.dbc|Fallback]] || iRefID || The animation, preceding this one. | |||
|- style="background:#E0E0E0;" | |||
| 5 || BehaviorID || Integer || Same as ID for normal animations. (WotLK) | |||
|- | |||
| 6 || BehaviorTier || Integer || 0 for normal, 3 for fly. (WotLK) | |||
|} | |||
[[Category:DBC]] | |||
[[Category:DBC_Vanilla]] | |||
[[Category:DBC_WotLK]][[Category:3.3.5.12340]] | |||
[[Category:DBC_WoD]][[Category:6.0.1.18179]] | |||
[[Category:DBC_Legion]][[Category:7.0.1.21737]] | |||
Latest revision as of 22:50, 25 August 2021
This table defines the different animations models can have.
1.12.1.5875
struct AnimationDataRec { uint32_t m_ID; stringrefⁱ m_Name; uint32_t weapon_flags; uint32_t body_flags; uint32_t m_Flags; foreign_keyⁱ<uint32_t, &AnimationDataRec::m_ID> m_Fallback; foreign_keyⁱ<uint32_t, &AnimationDataRec::m_ID> previous; };
Wrath
3.3.5.12340
Table
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 | |
Removed | Unknown | Integer | 2.* only. |
6 | Fallback_AnimationData.ID | 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) |
Warlords
6.0.1.18179, 6.2.4.21742
Struct
struct AnimationDataRec { uint32_t m_ID; stringrefⁱ m_Name; uint32_t m_Flags; foreign_keyⁱ<uint32_t, &AnimationDataRec::m_ID> m_Fallback; uint32_t m_BehaviorID; uint32_t m_BehaviorTier; };
Known m_Flags:
ANIM_FLAG_UNK1 = 0x1 // 1 - Animation used for Emotes ANIM_FLAG_UNK2 = 0x2 // 2 - Animation used for Spells ANIM_FLAG_UNK3 = 0x4 // 4 - Hide Weapons ANIM_FLAG_UNK4 = 0x8 // 8 - Fallback Plays Backwards ANIM_FLAG_UNK5 = 0x10 // 16 - Fallback Holds Last Frame ANIM_FLAG_UNK6 = 0x20 // 32 - Load Only on Demand ANIM_FLAG_UNK7 = 0x40 // 64 - Fallback to Variation Zero ANIM_FLAG_UNK8 = 0x80 // 128 - Never allow spine/head twist ANIM_FLAG_UNK9 = 0x100 // 256 - Force pitch and roll to track ground surface ANIM_FLAG_UNK10 = 0x200 // 512 ANIM_FLAG_RETAIN_SHEATH = 0x400 // 1024 - Move Weapons to Sheath ANIM_FLAG_FORCE_WEAP_WITHDRAW = 0x800 // 2048 - Move Melee Weapons to Hand ANIM_FLAG_UNK13 = 0x1000 // 4096 - Scale to Ground
Legion
7.0.1.21737
Table
Column | Field | Type | Notes |
---|---|---|---|
1 | ID | Integer | |
2 | Name | String | |
3 | Flags | Int | |
4 | Fallback | iRefID | The animation, preceding this one. |
5 | BehaviorID | Integer | Same as ID for normal animations. (WotLK) |
6 | BehaviorTier | Integer | 0 for normal, 3 for fly. (WotLK) |