DB/CharHairGeosets: Difference between revisions

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==Header Info==
__TOC__
Records...................203
Defines possible hairstyles for races.
Fields......................6
Record Size................24
String Block Size...........1


==Structure==
==0.5.3.3368-1.12.1.5875-3.0.2.8905-3.3.5.12340==
  '''Column Field Type Notes '''
===Struct===
  1 ID Integer
  struct CharHairGeosetsRec {
  2 iRefID_[[ChrRaces.dbc|ChrRaces]] Integer
  uint32_t m_ID;
  3 Gender Integer 0 = Male, 1 = Female  
  uint32_t m_RaceID;
  4 Section Integer ID unique between race, and gender?
  uint32_t m_SexID;
  5 Geoset Integer Defines hairstyle, each number is unique for that race / gender combo
  uint32_t m_VariationID;
  6 Bald/Flags Boolean If this hairstyle bald or not  
  uint32_t m_GeosetID;
  uint32_t m_Showscalp;
};
===Table===
{| style="background:#FCFCFC; color:black"
|-
! width="80" | Column  
! width="180 " | Field  
! width="80" | Type  
! width="600" | Notes
|-
|1 || ID || Integer || God knows why these columns never start at 0..
|- style="background:#F0F8FF;"
|2 || [[ChrRaces.dbc|Race]] || iRefID  ||
|-
|3 || Gender || Boolean  || 0 = Male, 1 = Female  
|-
|4  || HairType || Integer ||
|-
|5 || Geoset || Integer || Defines the connection between HairType and Geoset number in MDX model
|-
|6 || Bald || Boolean || If this hairstyle bald or not .
|}


==Warlords==
enum CharVariationType
{
    Skin = 0,
    Face = 1,
    FacialHair = 2,
    Hair = 3,
    Underwear = 4,
    Custom1 = 5,
    Custom2 = 6,
    Custom3 = 7
}
===6.0.1.18179===
====Struct====
struct CharHairGeosetsRec {
  uint32_t m_ID;
  uint32_t m_RaceID;
  uint32_t m_SexID;
  uint32_t m_VariationID;
  uint32_t m_VariationType;    // 0 = skinColor, 1 = face, 2 = beardStyle, 3 = hairStyle & hairColor
  uint32_t m_GeosetID;
  uint32_t m_GeosetType;
  uint32_t m_Showscalp;
  uint32_t m_ColorIndex;
};
==8.0.1.25902==
struct CharHairGeosetsRec {
  uint32_t m_ID;
  uint32_t DHGeosetsModelHDFileDataID; // DH geosets HD model file data id
  uint8_t m_RaceID;
  uint8_t m_SexID;
  uint8_t m_VariationID;
  uint8_t m_VariationType;
  uint8_t m_GeosetID;
  uint8_t m_GeosetType; //  (mesh = m_GeosetType * 100 + m_GeosetID)
  uint8_t m_Showscalp;
  uint8_t m_ColorIndex;
  uint32_t DHGeosetsModelFileDataID; // DH geosets model file data id
};
[[Category:DBC]]
[[Category:DBC]]
[[Category:DBC_Alpha]]
[[Category:DBC_Vanilla]]
[[Category:DBC_WotLK]][[Category:3.0.2.8905]][[Category:3.3.5.12340]]
[[Category:DBC_WoD]][[Category:6.0.1.18179]]

Latest revision as of 14:16, 18 March 2018

Defines possible hairstyles for races.

0.5.3.3368-1.12.1.5875-3.0.2.8905-3.3.5.12340

Struct

struct CharHairGeosetsRec {
  uint32_t m_ID;
  uint32_t m_RaceID;
  uint32_t m_SexID;
  uint32_t m_VariationID;
  uint32_t m_GeosetID;
  uint32_t m_Showscalp;
};

Table

Column Field Type Notes
1 ID Integer God knows why these columns never start at 0..
2 Race iRefID
3 Gender Boolean 0 = Male, 1 = Female
4 HairType Integer
5 Geoset Integer Defines the connection between HairType and Geoset number in MDX model
6 Bald Boolean If this hairstyle bald or not .

Warlords

enum CharVariationType
{
    Skin = 0,
    Face = 1,
    FacialHair = 2,
    Hair = 3,
    Underwear = 4,
    Custom1 = 5,
    Custom2 = 6,
    Custom3 = 7
}

6.0.1.18179

Struct

struct CharHairGeosetsRec {
  uint32_t m_ID;
  uint32_t m_RaceID;
  uint32_t m_SexID;
  uint32_t m_VariationID;
  uint32_t m_VariationType;    // 0 = skinColor, 1 = face, 2 = beardStyle, 3 = hairStyle & hairColor
  uint32_t m_GeosetID;
  uint32_t m_GeosetType;
  uint32_t m_Showscalp;
  uint32_t m_ColorIndex;
};

8.0.1.25902

struct CharHairGeosetsRec {
  uint32_t m_ID;
  uint32_t DHGeosetsModelHDFileDataID; // DH geosets HD model file data id
  uint8_t m_RaceID;
  uint8_t m_SexID;
  uint8_t m_VariationID;
  uint8_t m_VariationType;
  uint8_t m_GeosetID;
  uint8_t m_GeosetType; //  (mesh = m_GeosetType * 100 + m_GeosetID)
  uint8_t m_Showscalp;
  uint8_t m_ColorIndex;
  uint32_t DHGeosetsModelFileDataID; // DH geosets model file data id
};