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)
 
Line 5: Line 5:
 
  {
 
  {
 
   uint32_t m_ID;
 
   uint32_t m_ID;
   uint32_t m_EmoteAnimID;
+
   {{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 String
+
  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 BitMask* 0x8: Talk, 0x10: Question, 0x20: Exclamation, 0x40: Shout, 0x100: Laugh. These are used for the chatting emotes.
+
  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   Integer Hold the last frame of the animation. Only set for kneel, dead, sleep, at_ease and sit.  
+
                                                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.
  
==1.21.1.5875==
+
==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_key<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;
  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;
};