DB/Emotes: Difference between revisions
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m (add full and correct info for 6.0.1.18179) |
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--[[User:Schlumpf|Schlumpf]] 01:35, 13 August 2007 (CEST) | --[[User:Schlumpf|Schlumpf]] 01:35, 13 August 2007 (CEST) | ||
==6.0.1.18179== | |||
struct EmotesRec { | |||
int m_ID; | |||
stringref m_EmoteSlashCommand; | |||
int m_AnimID; | |||
int m_EmoteFlags; | |||
int m_EmoteSpecProc; | |||
int m_EmoteSpecProcParam; | |||
int m_EventSoundID; | |||
int m_SpellVisualKitID; | |||
}; | |||
[[Category:DBC]][[Category:DBC_WotLK]] | [[Category:DBC]][[Category:DBC_WotLK]] |
Revision as of 02:01, 11 July 2014
Information about /Emotes
Header Info
Records...................103 Fields......................7 Record Size................28 String Block Size........1790
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.
--Schlumpf 01:35, 13 August 2007 (CEST)
6.0.1.18179
struct EmotesRec { int m_ID; stringref m_EmoteSlashCommand; int m_AnimID; int m_EmoteFlags; int m_EmoteSpecProc; int m_EmoteSpecProcParam; int m_EventSoundID; int m_SpellVisualKitID; };