DB/CinematicCamera: Difference between revisions

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This table holds models that can be used as cameras for cinematics. Its defined where they end and which voiceover is used.
This table holds models that can be used as cameras for cinematics. Its defined where they end and which voiceover is used.


==Classic==
==0.5.3.3368-3.0.2.895-3.3.5.12340-6.0.1.18179==
===0.5.3.3368===
===Table===
====Struct====
struct CinematicCameraRec {
  uint32_t m_ID;
  {{Template:Type|stringref}} m_model;
  uint32_t m_soundID;
  float m_originX;
  float m_originY;
  float m_originZ;
  float m_originFacing;
};
 
==Wrath==
===3.0.2.895===
====Table====
{| style="background:#FCFCFC; color:black"
|-
! width="80" | Column
! width="180 " | Field
! width="80" | Type
! width="500" | Notes
|-
| 1  || ID || Integer ||
|-  
| 2  || Filepath || String || Which camera is used?
|- style="background:#F0F8FF;"
| 3 || [[SoundEntries.dbc|Voiceover]] || iRefID || Not set for PalantirOfAzora and Scry_cam.
|-
| 4  || X || Float || The coordinates define the end-point, not the start.
|-  
| 5  || Y || Float ||
|-
| 6 || Z || Float ||
|-
| 7  || Rotation || Float ||
|}
 
===3.3.5.12340===
====Table====
{| style="background:#FCFCFC; color:black"
{| style="background:#FCFCFC; color:black"
|-  
|-  
Line 64: Line 26:
|}
|}


 
===Struct===
==Warlords==
===6.0.1.18179===
====Struct====
  struct CinematicCameraRec {
  struct CinematicCameraRec {
   uint32_t m_ID;
   uint32_t m_ID;

Revision as of 13:34, 16 July 2016

This table holds models that can be used as cameras for cinematics. Its defined where they end and which voiceover is used.

0.5.3.3368-3.0.2.895-3.3.5.12340-6.0.1.18179

Table

Column Field Type Notes
1 ID Integer
2 Filepath String Which camera is used?
3 Voiceover iRefID Not set for PalantirOfAzora and Scry_cam.
4 X Float The coordinates define the end-point, not the start.
5 Y Float
6 Z Float
7 Rotation Float

Struct

struct CinematicCameraRec {
  uint32_t m_ID;
  stringref m_model;
  foreign_key<uint32_t, &SoundEntriesRec::m_ID> m_soundID;
  float m_origin[3];
  float m_originFacing;
};