DB/SheatheSoundLookups: Difference between revisions
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{{Template:Sandbox/VersionRange|min_expansionlevel= | {{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; | ||
{{Template:Type/foreign_key|table=ItemSubClass|column=m_classID}} m_classID; | |||
{{Template:Type/foreign_key|table=ItemSubClass|column=m_subclassID}} m_subclassID; | |||
{{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 | 2 ClassId Integer Type... 4 = shield, 2 = weapon (probably iRefID_[[ItemSubClass.dbc|ItemSubClass]]_classID) | ||
3 | 3 SubClassId Integer Unique ID per type, per weapon type (probably iRefID_[[ItemSubClass.dbc|ItemSubClass]]_subClassID) | ||
4 | 4 Material Integer Theory: Grouping or type? 0 = shield, 1 = metal weapon, 2 = wood weapon | ||
5 | 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 | ||
[[Category:DBC]] | [[Category:DBC]] | ||
[[Category:DBC_Alpha]] | |||
[[Category:DBC_Vanilla]] | |||
[[Category:DBC_WotLK]] | [[Category:DBC_WotLK]] |
Latest revision as of 13:54, 7 October 2017
0.5.3.3368, 1.12.1.5875, 3.3.5.12340
struct SheatheSoundLookupsRec { uint32_t m_ID; foreign_keyⁱ<uint32_t, &ItemSubClassRec::m_classID> m_classID; foreign_keyⁱ<uint32_t, &ItemSubClassRec::m_subclassID> m_subclassID; foreign_keyⁱ<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