DB/AnimationData

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Revision as of 14:50, 9 February 2016 by Marlamin (talk | contribs) (is used in Vanilla, BC, Cata & MoP as well)
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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;
};