DB/SheatheSoundLookups

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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