DB/SheatheSoundLookups: Difference between revisions

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{{Template:Sandbox/VersionRange|min_expansionlevel=1|max_expansionlevel=3}}
{{Template:Sandbox/VersionRange|min_expansionlevel=0|max_expansionlevel=3}}


==0.5.3.3368, 1.12.1.5875==
==0.5.3.3368, 1.12.1.5875, 3.3.5.12340==
  struct SheatheSoundLookupsRec {
  struct SheatheSoundLookupsRec {
   uint32_t m_ID;
   uint32_t m_ID;
   uint32_t m_classID;
   {{Template:Type/foreign_key|table=ItemSubClass|column=m_classID}} m_classID;
   uint32_t m_subclassID;
   {{Template:Type/foreign_key|table=ItemSubClass|column=m_subclassID}} m_subclassID;
   uint32_t m_material;
   {{Template:Type/foreign_key|table=Material}} m_material;   // always if 1 then PARRYMATERIAL_METAL else PARRYMATERIAL_WOOD
   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,
};
* <tt>m_checkMaterial</tt>: If set, the explicit class/subclass/material combinations are used and missing materials are not assigned a sound. If not set, entries are created for all [[DB/Material|Materials]] with the same class, subclass and sounds as the record. Used in <code>InitializeSheatheSounds()</code>.
==Structure==
==Structure==
  '''Column Field Type Notes'''  
  '''Column Field Type Notes'''  
  1 ID Integer
  1 ID Integer
  2 Unknown Integer Theory: Type... 4 = shield, 2 = weapon (probably iRefID_[[ItemSubClass.dbc|ItemSubClass]]_classID)  
  2 ClassId Integer Type... 4 = shield, 2 = weapon (probably iRefID_[[ItemSubClass.dbc|ItemSubClass]]_classID)  
  3 Unknown Integer Theory: Unique ID per type, per weapon type (probably iRefID_[[ItemSubClass.dbc|ItemSubClass]]_subClassID)  
  3 SubClassId Integer Unique ID per type, per weapon type (probably iRefID_[[ItemSubClass.dbc|ItemSubClass]]_subClassID)  
  4 Unknown Integer Theory: Grouping or type? 0 = shield, 1 = metal weapon, 2 = wood weapon  
  4 Material Integer Theory: Grouping or type? 0 = shield, 1 = metal weapon, 2 = wood weapon  
  5 Unknown Integer Shields are 0, everything else is 1....  
  5 CheckMaterial Integer Shields are 0, everything else is 1....  
  6 iRefID_[[SoundEntries.dbc|SoundEntries]]_sheath Integer
  6 iRefID_[[SoundEntries.dbc|SoundEntries]]_sheath Integer
  7 iRefID_[[SoundEntries.dbc|SoundEntries]]_unsheath Integer
  7 iRefID_[[SoundEntries.dbc|SoundEntries]]_unsheath Integer

Latest revision as of 13:54, 7 October 2017

PreVanilla … Wrath

0.5.3.3368, 1.12.1.5875, 3.3.5.12340

struct SheatheSoundLookupsRec {
  uint32_t m_ID;
  foreign_key<uint32_t, &ItemSubClassRec::m_classID> m_classID;
  foreign_key<uint32_t, &ItemSubClassRec::m_subclassID> m_subclassID;
  foreign_key<uint32_t, &MaterialRec::m_ID> m_material;   // always if 1 then PARRYMATERIAL_METAL else PARRYMATERIAL_WOOD
  uint32_t m_checkMaterial;
  uint32_t m_sheatheSound;
  uint32_t m_unsheatheSound;
};

enum PARRYMATERIALS
{
  PARRYMATERIAL_WOOD = 0x0,
  PARRYMATERIAL_METAL = 0x1,
  NUM_PARRYMATERIALS = 0x2,
};
  • m_checkMaterial: If set, the explicit class/subclass/material combinations are used and missing materials are not assigned a sound. If not set, entries are created for all Materials with the same class, subclass and sounds as the record. Used in InitializeSheatheSounds().

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