Difference between revisions of "DB/Emotes"
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m (Reverted edits by Barncastle (talk) to last revision by Schlumpf) |
m (Reverted edits by Schlumpf (talk) to last revision by Barncastle) |
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{ | { | ||
uint32_t m_ID; | uint32_t m_ID; | ||
− | + | {{Template:Type/foreign_key|table=AnimationData}} m_EmoteAnimID; | |
− | uint32_t m_EmoteFlags; | + | uint32_t m_EmoteFlags; // See below also, &2: prevent animation, &0x800: force sheathe weapons, &0x4000: must be stationary else GERR_NOEMOTEWHILERUNNING |
− | uint32_t m_EmoteSpecProc; | + | 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; | ||
}; | }; | ||
+ | |||
+ | enum EMOTESPECPROCS | ||
+ | { | ||
+ | EMOTESPECPROC_NONE = 0x0, | ||
+ | EMOTESPECPROC_STANDSTATEHANDLER = 0x1, | ||
+ | EMOTESPECPROC_EMOTESTATEHANDLER = 0x2, | ||
+ | EMOTESPECPROC_NUMSPECPROCS = 0x3, | ||
+ | }; | ||
+ | |||
==Structure== | ==Structure== | ||
'''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. | ||
− | ==1. | + | ==1.12.1.5875== |
struct EmotesRec { | struct EmotesRec { | ||
uint32_t m_ID; | uint32_t m_ID; | ||
Line 31: | Line 41: | ||
{{Template:Type/foreign_key|table=SoundEntries}} m_EventSoundID; | {{Template:Type/foreign_key|table=SoundEntries}} m_EventSoundID; | ||
}; | }; | ||
+ | |||
==6.0.1.18179== | ==6.0.1.18179== | ||
struct EmotesRec { | struct EmotesRec { | ||
Line 42: | Line 53: | ||
{{Template:Type/foreign_key|table=SpellVisualKit}} m_SpellVisualKitID; | {{Template:Type/foreign_key|table=SpellVisualKit}} m_SpellVisualKitID; | ||
}; | }; | ||
− | [[Category:DBC]][[Category:DBC_WotLK]] | + | [[Category:DBC]] |
+ | [[Category:DBC_Alpha]] | ||
+ | [[Category:DBC_Vanilla]] | ||
+ | [[Category:DBC_WotLK]] | ||
[[Category:DBC_WoD]][[Category:6.0.1.18179]] | [[Category:DBC_WoD]][[Category:6.0.1.18179]] |
Latest revision as of 21:07, 13 November 2019
Information about /Emotes
0.5.3.3368
struct EmotesRec
{
uint32_t m_ID;
foreign_keyⁱ<uint32_t, &AnimationDataRec::m_ID> m_EmoteAnimID;
uint32_t m_EmoteFlags; // See below also, &2: prevent animation, &0x800: force sheathe weapons, &0x4000: 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; 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; };