DB/SheatheSoundLookups: Difference between revisions
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uint32_t m_classID; | uint32_t m_classID; | ||
uint32_t m_subclassID; | uint32_t m_subclassID; | ||
uint32_t m_material; | uint32_t m_material; // PARRYMATERIALS in Alpha | ||
uint32_t m_checkMaterial; | uint32_t m_checkMaterial; | ||
uint32_t m_sheatheSound; | uint32_t m_sheatheSound; | ||
uint32_t m_unsheatheSound; | uint32_t m_unsheatheSound; | ||
}; | |||
enum PARRYMATERIALS | |||
{ | |||
PARRYMATERIAL_WOOD = 0x0, | |||
PARRYMATERIAL_METAL = 0x1, | |||
NUM_PARRYMATERIALS = 0x2, | |||
}; | }; | ||
Revision as of 14:55, 3 October 2017
0.5.3.3368, 1.12.1.5875, 3.3.5.12340
struct SheatheSoundLookupsRec { uint32_t m_ID; uint32_t m_classID; uint32_t m_subclassID; uint32_t m_material; // PARRYMATERIALS in Alpha uint32_t m_checkMaterial; uint32_t m_sheatheSound; uint32_t m_unsheatheSound; }; enum PARRYMATERIALS { PARRYMATERIAL_WOOD = 0x0, PARRYMATERIAL_METAL = 0x1, NUM_PARRYMATERIALS = 0x2, };
Structure
Column Field Type Notes 1 ID Integer 2 ClassId Integer Type... 4 = shield, 2 = weapon (probably iRefID_ItemSubClass_classID) 3 SubClassId Integer Unique ID per type, per weapon type (probably iRefID_ItemSubClass_subClassID) 4 Material Integer Theory: Grouping or type? 0 = shield, 1 = metal weapon, 2 = wood weapon 5 CheckMaterial Integer Shields are 0, everything else is 1.... 6 iRefID_SoundEntries_sheath Integer 7 iRefID_SoundEntries_unsheath Integer