DB/Emotes: Difference between revisions

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Information about /Emotes
Information about /Emotes
struct EmoteFlags {
  prevent_animation    = 0x0002,
  is_talk              = 0x0008,
  is_question          = 0x0010,
  is_exclamation        = 0x0020,
  is_shout              = 0x0040,
  is_laugh              = 0x0100,
  force_sheathe_weapons = 0x0800,
  must_be_stationary    = 0x4000,              // if moving, <tt>GERR_NOEMOTEWHILERUNNING</tt>
};
enum EMOTESPECPROCS
{
  EMOTESPECPROC_NONE = 0x0,
  EMOTESPECPROC_STANDSTATEHANDLER = 0x1,
  EMOTESPECPROC_EMOTESTATEHANDLER = 0x2,
  EMOTESPECPROC_NUMSPECPROCS = 0x3,
};


==0.5.3.3368==
==0.5.3.3368==
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  {
  {
   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;
   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;
  };
  };
==Structure==
'''Column Field Type Notes'''
1 ID Integer The id.
2 EmoteSlashCommand String
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.
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.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 27: Line 40:
   {{Template:Type/foreign_key|table=AnimationData}} m_AnimID;
   {{Template:Type/foreign_key|table=AnimationData}} m_AnimID;
   uint32_t m_EmoteFlags;
   uint32_t m_EmoteFlags;
   uint32_t m_EmoteSpecProc;
   uint32_t m_EmoteSpecProc;                     // {{Unverified|1=0 = perform emote then revert; 1 = loop (emotes); 2 = loop states (ie stun).}}
                                                // {{Unverified|Actually, at some point in the code, a sound is only played if this is set to 2.}}
   uint32_t m_EmoteSpecProcParam;
   uint32_t m_EmoteSpecProcParam;
   {{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 {
   uint32_t m_ID;
   uint32_t m_ID;
   {{Template:Type|stringref}} m_EmoteSlashCommand;
   {{Type|stringref}} m_EmoteSlashCommand;
   {{Template:Type/foreign_key|table=AnimationData}} m_AnimID;
   {{Type/foreign_key|table=AnimationData}} m_AnimID;
   uint32_t m_EmoteFlags;
   uint32_t m_EmoteFlags;
   uint32_t m_EmoteSpecProc;
   uint32_t m_EmoteSpecProc;
   uint32_t m_EmoteSpecProcParam;
   uint32_t m_EmoteSpecProcParam;
   {{Template:Type/foreign_key|table=SoundEntries}} m_EventSoundID;
   {{Type/foreign_key|table=SoundEntries}} m_EventSoundID;
   {{Template:Type/foreign_key|table=SpellVisualKit}} m_SpellVisualKitID;
   {{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]]

Revision as of 16:14, 1 January 2020

Information about /Emotes

struct EmoteFlags {
  prevent_animation     = 0x0002,

  is_talk               = 0x0008,
  is_question           = 0x0010,
  is_exclamation        = 0x0020,
  is_shout              = 0x0040,

  is_laugh              = 0x0100,

  force_sheathe_weapons = 0x0800,

  must_be_stationary    = 0x4000,               // if moving, GERR_NOEMOTEWHILERUNNING
};

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

0.5.3.3368

struct EmotesRec
{
  uint32_t m_ID;
  foreign_key<uint32_t, &AnimationDataRec::m_ID> m_EmoteAnimID;
  uint32_t m_EmoteFlags;
  uint32_t m_EmoteSpecProc;                     // Used in CGUnit_C::EmoteProcType. Returns values from the below enum
  uint32_t m_EmoteSpecProcParam;
};

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;                     // 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.
  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;
};