DB/Emotes: Difference between revisions
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'''Column Field Type Notes''' | '''Column Field Type Notes''' | ||
1 ID Integer The id. | 1 ID Integer The id. | ||
2 EmoteSlashCommand | 2 EmoteSlashCommand String | ||
3 iRefID_[[AnimationData.dbc|AnimationData]] Integer Animation played on Emote. | 3 iRefID_[[AnimationData.dbc|AnimationData]] Integer Animation played on Emote. | ||
4 EmoteFlags | 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. | 5 EmoteSpecProc Integer Theory: 0 = perform emote then revert; 1 = loop (emotes); 2 = loop states (ie stun). | ||
6 EmoteSpecProcParam | 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. | Here the Animation is "Stand" all the time. It is most likely used to differ them. | ||
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. |
Revision as of 22:27, 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.
1.12.1.5875
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; };