DB/NPCSounds: Difference between revisions
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NPCSOUND_HELLO=0, | NPCSOUND_HELLO=0, | ||
NPCSOUND_GOODBYE=1, | NPCSOUND_GOODBYE=1, | ||
NPCSOUND_PISSED=2, | NPCSOUND_PISSED=2, // drunk | ||
NPCSOUND_ACK=3, | NPCSOUND_ACK=3, | ||
NUM_NPCSOUNDS=4 | NUM_NPCSOUNDS=4 | ||
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uint32_t m_SoundID[NUM_NPCSOUNDS]; | uint32_t m_SoundID[NUM_NPCSOUNDS]; | ||
}; | }; | ||
==Structure== | ==Structure== | ||
'''Column Field Type Notes''' | '''Column Field Type Notes''' |
Revision as of 17:31, 3 October 2017
What the NPC's say when clicked on. These sound files are irrelevant to quests.
0.5.3.3368, 1.12.1.5875
enum NPCSOUNDS { NPCSOUND_HELLO=0, NPCSOUND_GOODBYE=1, NPCSOUND_PISSED=2, // drunk NPCSOUND_ACK=3, NUM_NPCSOUNDS=4 }; struct NPCSoundsRec { uint32_t m_ID; uint32_t m_SoundID[NUM_NPCSOUNDS]; };
Structure
Column Field Type Notes 1 ID Integer 2 iRefID_SoundEntries Integer Greetings 5 iRefID_SoundEntries Integer Farewells 4 iRefID_SoundEntries Integer Pissed 5 iRefID_SoundEntries Integer Q: stores last sound file? memory allocation when table is loaded.
6.0.1.18179
struct NPCSoundsRec { uint32_t m_ID; uint32_t m_SoundID[4]; };