DB/Emotes: Difference between revisions
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==6.0.1.18179== | ==6.0.1.18179== | ||
struct EmotesRec { | struct EmotesRec { | ||
uint32_t m_ID; | |||
stringref m_EmoteSlashCommand; | stringref m_EmoteSlashCommand; | ||
uint32_t m_AnimID; | |||
uint32_t m_EmoteFlags; | |||
uint32_t m_EmoteSpecProc; | |||
uint32_t m_EmoteSpecProcParam; | |||
uint32_t m_EventSoundID; | |||
uint32_t m_SpellVisualKitID; | |||
}; | }; | ||
[[Category:DBC]][[Category:DBC_WotLK]] | [[Category:DBC]][[Category:DBC_WotLK]] |
Revision as of 20:35, 2 November 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 { uint32_t m_ID; stringref m_EmoteSlashCommand; uint32_t m_AnimID; uint32_t m_EmoteFlags; uint32_t m_EmoteSpecProc; uint32_t m_EmoteSpecProcParam; uint32_t m_EventSoundID; uint32_t m_SpellVisualKitID; };