DB/SheatheSoundLookups: Difference between revisions
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uint32_t m_subclassID; | uint32_t m_subclassID; | ||
uint32_t m_material; // PARRYMATERIALS in Alpha | uint32_t m_material; // PARRYMATERIALS in Alpha | ||
uint32_t m_checkMaterial; // <code>InitializeSheatheSounds()</code> | uint32_t m_checkMaterial; // <code>InitializeSheatheSounds()</code> {{Template:Unverified|if not set is used as the default sound for that item class/subclass for all materials?}} | ||
uint32_t m_sheatheSound; | uint32_t m_sheatheSound; | ||
uint32_t m_unsheatheSound; | uint32_t m_unsheatheSound; |
Revision as of 17:57, 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; // InitializeSheatheSounds()
if not set is used as the default sound for that item class/subclass for all materials?ᵘ
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