DB/AnimationData

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This table defines the different animations models can have.

1.12.1.5875

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

Known m_Flags:

  ANIM_FLAG_UNK1                = 0x1    // 1 - Unk. Frequently used.
  ANIM_FLAG_UNK2                = 0x2    // 2 - Unk. Frequently used.
  ANIM_FLAG_UNK3                = 0x4    // 4
  ANIM_FLAG_UNK4                = 0x8    // 8 
  ANIM_FLAG_UNK5                = 0x10   // 16 
  ANIM_FLAG_UNK6                = 0x20   // 32
  ANIM_FLAG_UNK7                = 0x40   // 64
  ANIM_FLAG_UNK8                = 0x80   // 128
  ANIM_FLAG_UNK9                = 0x100  // 256
  ANIM_FLAG_UNK10               = 0x200  // 512
  ANIM_FLAG_RETAIN_SHEATH       = 0x400  // 1024 - Sheath-state is kept while animation
  ANIM_FLAG_FORCE_WEAP_WITHDRAW = 0x800  // 2048 - Overrides sheath-state to "withdrawn"
  ANIM_FLAG_FORCE_WEAP_DRAW     = 0x1000 // 4096 - Overrides sheath-state to "drawn"

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)