DB/AnimationData: Difference between revisions
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struct AnimationDataRec { | struct AnimationDataRec { | ||
uint32_t m_ID; | uint32_t m_ID; | ||
stringref m_Name; | {{Template:Type|stringref}} m_Name; | ||
uint32_t m_Flags; | uint32_t m_Flags; | ||
{{Template:Type/foreign_key|table=AnimationData}} m_Fallback; | {{Template:Type/foreign_key|table=AnimationData}} m_Fallback; |
Revision as of 12:05, 23 February 2016
This table defines the different animations models can have.
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) |
6.0.1.18179
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; };