DB/SheatheSoundLookups: Difference between revisions
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Barncastle (talk | contribs) m (→Structure) |
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'''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 |
Revision as of 14:34, 2 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