DB/Emotes: Difference between revisions
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7 iRefID_[[SoundEntries.dbc|SoundEntries]] Integer A sound that is played on this emote. | 7 iRefID_[[SoundEntries.dbc|SoundEntries]] Integer A sound that is played on this emote. | ||
==1.21.1.5875== | |||
struct EmotesRec { | |||
uint32_t m_ID; | |||
{{Template:Type|stringref}} m_EmoteSlashCommand; | |||
{{Template:Type/foreign_key|table=AnimationData}} m_AnimID; | |||
uint32_t m_EmoteFlags; | |||
uint32_t m_EmoteSpecProc; | |||
uint32_t m_EmoteSpecProcParam; | |||
{{Template:Type/foreign_key|table=SoundEntries}} m_EventSoundID; | |||
}; | |||
==6.0.1.18179== | ==6.0.1.18179== | ||
struct EmotesRec { | struct EmotesRec { |
Revision as of 20:03, 1 October 2017
Information about /Emotes
0.5.3.3368
struct EmotesRec { uint32_t m_ID; uint32_t m_EmoteAnimID; uint32_t m_EmoteFlags; uint32_t m_EmoteSpecProc; uint32_t m_EmoteSpecProcParam; };
Structure
Column Field Type Notes 1 ID Integer The id. 2 EmoteSlashCommand String 3 iRefID_AnimationData Integer Animation played on Emote. 4 EmoteFlags BitMask* 0x8: Talk, 0x10: Question, 0x20: Exclamation, 0x40: Shout, 0x100: Laugh. These are used for the chatting emotes. 5 EmoteSpecProc Integer Theory: 0 = perform emote then revert; 1 = loop (emotes); 2 = loop states (ie stun). Actually, at some point in the code, a sound is only played if this is set to 2. 6 EmoteSpecProcParam Integer Hold the last frame of the animation. Only set for kneel, dead, sleep, at_ease and sit. Here the Animation is "Stand" all the time. It is most likely used to differ them. 7 iRefID_SoundEntries Integer A sound that is played on this emote.
1.21.1.5875
struct EmotesRec { uint32_t m_ID; stringrefⁱ m_EmoteSlashCommand; foreign_keyⁱ<uint32_t, &AnimationDataRec::m_ID> m_AnimID; uint32_t m_EmoteFlags; uint32_t m_EmoteSpecProc; uint32_t m_EmoteSpecProcParam; foreign_keyⁱ<uint32_t, &SoundEntriesRec::m_ID> m_EventSoundID; };
6.0.1.18179
struct EmotesRec { uint32_t m_ID; stringrefⁱ m_EmoteSlashCommand; foreign_keyⁱ<uint32_t, &AnimationDataRec::m_ID> m_AnimID; uint32_t m_EmoteFlags; uint32_t m_EmoteSpecProc; uint32_t m_EmoteSpecProcParam; foreign_keyⁱ<uint32_t, &SoundEntriesRec::m_ID> m_EventSoundID; foreign_keyⁱ<uint32_t, &SpellVisualKitRec::m_ID> m_SpellVisualKitID; };