DB/FootstepTerrainLookup: Difference between revisions

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Lookup by first getting the {{Template:DBRef|table=TerrainType}} and the respective {{Template:DBField|table=TerrainTypeSounds|column=m_ID}}. For this, and the given creature footstep ID, lookup in here, which {{Template:DBRef|table=SoundEntries}} to use.
Lookup by first getting the {{Template:DBRef|table=TerrainType}} and the respective {{Template:DBField|table=TerrainTypeSounds|column=m_ID}}. For this, and the given creature footstep ID, lookup in here, which {{Template:DBRef|table=SoundEntries}} to use.


==0.5.3.3368==
struct FootstepTerrainLookupRec {
  uint32_t m_ID;
  uint32_t m_CreatureFootstepID;
  uint32_t m_TerrainSoundID;
  uint32_t m_SoundID;
  uint32_t m_SoundIDSplash;
};
==Structure==
==Structure==
  '''Column Field Type'''  
  '''Column Field Type'''  
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  5 iRefID_[[SoundEntries.dbc|SoundEntries_wet]] Integer
  5 iRefID_[[SoundEntries.dbc|SoundEntries_wet]] Integer


==6.0.1.18179==
==0.5.3.3368, 1.12.1.5875, 6.0.1.18179==
  struct FootstepTerrainLookupRec {
  struct FootstepTerrainLookupRec {
   uint32_t m_ID;
   uint32_t m_ID;

Revision as of 22:31, 1 October 2017

Lookup by first getting the TerrainTypeRec and the respective TerrainTypeSoundsRec::m_ID. For this, and the given creature footstep ID, lookup in here, which SoundEntriesRec to use.

Structure

Column 	Field 				Type 
1 	ID 				Integer 	
2 	iRefID_GroundEffectDoodad 	Integer 	
3 	iRefID_TerrainType 		Integer 	
4 	iRefID_SoundEntries_dry 	Integer 	
5 	iRefID_SoundEntries_wet 	Integer 	

0.5.3.3368, 1.12.1.5875, 6.0.1.18179

struct FootstepTerrainLookupRec {
  uint32_t m_ID;
  uint32_t m_CreatureFootstepID;                                           // for this creature footstep id (from CreatureSoundDataRec::m_soundFootstepID)
  foreign_key<uint32_t, &TerrainTypeSoundsRec::m_ID> m_TerrainSoundID;     // and this terrain sound type
  foreign_key<uint32_t, &SoundEntriesRec::m_ID> m_SoundID;                 // use these sounds
  foreign_key<uint32_t, &SoundEntriesRec::m_ID> m_SoundIDSplash;
};