DB/Emotes: Difference between revisions

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   uint32_t m_ID;
   uint32_t m_ID;
   {{Template:Type/foreign_key|table=AnimationData}} m_EmoteAnimID;
   {{Template:Type/foreign_key|table=AnimationData}} m_EmoteAnimID;
   uint32_t m_EmoteFlags;      // Same as below but expanded with &2: prevent animation, &8: force sheathe weapons, &40: GERR_NOEMOTEWHILERUNNING (only applies to shout)
   uint32_t m_EmoteFlags;      // See below also, &2: prevent animation, &8: force sheathe weapons, &40: must be stationary else GERR_NOEMOTEWHILERUNNING
   uint32_t m_EmoteSpecProc;  // Used in <code>CGUnit_C::EmoteProcType</code>. Returns values from the below enum
   uint32_t m_EmoteSpecProc;  // Used in <code>CGUnit_C::EmoteProcType</code>. Returns values from the below enum
   uint32_t m_EmoteSpecProcParam;
   uint32_t m_EmoteSpecProcParam;

Revision as of 11:11, 3 October 2017

Information about /Emotes

0.5.3.3368

struct EmotesRec
{
  uint32_t m_ID;
  foreign_key<uint32_t, &AnimationDataRec::m_ID> m_EmoteAnimID;
  uint32_t m_EmoteFlags;      // See below also, &2: prevent animation, &8: force sheathe weapons, &40: must be stationary else GERR_NOEMOTEWHILERUNNING
  uint32_t m_EmoteSpecProc;   // Used in CGUnit_C::EmoteProcType. Returns values from the below enum
  uint32_t m_EmoteSpecProcParam;
};

enum EMOTESPECPROCS
{
  EMOTESPECPROC_NONE = 0x0,
  EMOTESPECPROC_STANDSTATEHANDLER = 0x1,
  EMOTESPECPROC_EMOTESTATEHANDLER = 0x2,
  EMOTESPECPROC_NUMSPECPROCS = 0x3,
};

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;
  stringref m_EmoteSlashCommand;
  foreign_key<uint32_t, &AnimationDataRec::m_ID> m_AnimID;
  uint32_t m_EmoteFlags;
  uint32_t m_EmoteSpecProc;
  uint32_t m_EmoteSpecProcParam;
  foreign_key<uint32_t, &SoundEntriesRec::m_ID> m_EventSoundID;
};

6.0.1.18179

struct EmotesRec {
  uint32_t m_ID;
  stringref m_EmoteSlashCommand;
  foreign_key<uint32_t, &AnimationDataRec::m_ID> m_AnimID;
  uint32_t m_EmoteFlags;
  uint32_t m_EmoteSpecProc;
  uint32_t m_EmoteSpecProcParam;
  foreign_key<uint32_t, &SoundEntriesRec::m_ID> m_EventSoundID;
  foreign_key<uint32_t, &SpellVisualKitRec::m_ID> m_SpellVisualKitID;
};