DB/Emotes
Jump to navigation
Jump to search
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_keyⁱ<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; stringrefⁱ m_EmoteSlashCommand; foreign_keyⁱ<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).ᵘ // Actually, at some point in the code, a sound is only played if this is set to 2.ᵘ 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; };