DB/Emotes

From wowdev
Jump to navigation Jump to search
The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.

Information about /Emotes

struct EmoteFlags {
  Only while standing   = 0x000001,
  Emote applies to mount= 0x000002,
  Not while channeling  = 0x000004,
  Talk anim talk        = 0x000008,
  Talk anim question    = 0x000010,
  Talk anim exclamation = 0x000020,
  Talk anim shout       = 0x000040,
  Not while swimming    = 0x000080,
  Talk anim laugh       = 0x000100,
  Ok while sleeping or dead = 0x000200,
  Disallow from client  = 0x000400,
  Not while casting     = 0x000800,
  Movement ends         = 0x001000,
  Interrupt on interact = 0x002000,
  Only while still      = 0x004000,               // if moving, GERR_NOEMOTEWHILERUNNING
  Not while flying      = 0x008000,
  Not while mounted     = 0x010000,
  Animation suppressed by movement = 0x020000,
  Combat ends (initiating an attack) = 0x040000,
  Don't allow animation to fallback = 0x080000,
  Don't log chat on server = 0x100000,
  Not while in vehicle = 0x200000,
  Not while in combat (has threat) = 0x400000,
  Do not throttle player emote frequency = 0x800000,
  Suppress all animation sounds = 0x1000000,
};

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_key<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;
  stringref m_EmoteSlashCommand;
  foreign_key<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).
                                                // Actually, at some point in the code, a sound is only played if this is set to 2.
  uint32_t m_EmoteSpecProcParam;
  foreign_key<uint32_t, &SoundEntriesRec::m_ID> m_EventSoundID;
};

6.0.1.18179

struct EmotesRec {
  uint32_t m_ID;
  stringref m_EmoteSlashCommand;
  foreign_key<uint32_t, &AnimationDataRec::m_ID> m_AnimID;
  uint32_t m_EmoteFlags;
  uint32_t m_EmoteSpecProc;
  uint32_t m_EmoteSpecProcParam;
  foreign_key<uint32_t, &SoundEntriesRec::m_ID> m_EventSoundID;
  foreign_key<uint32_t, &SpellVisualKitRec::m_ID> m_SpellVisualKitID;
};