DB/Emotes: Difference between revisions
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uint32_t m_ID; | uint32_t m_ID; | ||
uint32_t m_EmoteAnimID; | uint32_t m_EmoteAnimID; | ||
uint32_t m_EmoteFlags; | uint32_t m_EmoteFlags; // Same as below but expanded with &2: prevent animation, &8: force sheathe weapons, &40: GERR_NOEMOTEWHILERUNNING (only applies to shout) | ||
uint32_t m_EmoteSpecProc; | uint32_t m_EmoteSpecProc; | ||
uint32_t m_EmoteSpecProcParam; | uint32_t m_EmoteSpecProcParam; | ||
}; | }; | ||
==Structure== | ==Structure== | ||
'''Column Field Type Notes''' | '''Column Field Type Notes''' |
Revision as of 12:19, 2 October 2017
Information about /Emotes
0.5.3.3368
struct EmotesRec { uint32_t m_ID; uint32_t m_EmoteAnimID; uint32_t m_EmoteFlags; // Same as below but expanded with &2: prevent animation, &8: force sheathe weapons, &40: GERR_NOEMOTEWHILERUNNING (only applies to shout) uint32_t m_EmoteSpecProc; uint32_t m_EmoteSpecProcParam; };
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; };