DB/Emotes
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Information about /Emotes
0.5.3.3368
struct EmotesRec
{
uint32_t m_ID;
foreign_keyⁱ<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; 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; };