DB/Weather: Difference between revisions

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(add full and correct info for 6.0.1.18179)
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==6.0.1.18179==
==6.0.1.18179==
  struct WeatherRec {
  struct WeatherRec {
   int m_ID;
   uint32_t m_ID;
   int m_ambienceID;
   uint32_t m_ambienceID;
   int m_type;
   uint32_t m_type;
   int m_effectType;
   uint32_t m_effectType;
   float m_intensity[2];
   float m_intensity[2];
   float m_transitionSkyBox;
   float m_transitionSkyBox;
   float m_effectColor[3];
   float m_effectColor[3];
   stringref m_effectTexture;
   stringref m_effectTexture;
   int m_soundAmbienceID;
   uint32_t m_soundAmbienceID;
   int m_windSettingsID;
   uint32_t m_windSettingsID;
  };
  };
[[Category:DBC]][[Category:3.0.2.8905]]
[[Category:DBC]][[Category:3.0.2.8905]]
[[Category:DBC_WotLK]]
[[Category:DBC_WotLK]]

Revision as of 21:25, 2 November 2014

This defines weather effect such as rain, snow and sandstorms.

Structure

Column Field Type Notes
1 ID Integer
2 ambienceID iRefID The sound played when the weather is taking place.
3 effectType Integer 1 = Rain, 2 = Snow, 3 = Sandstorm
cata transitionSkyBox Integer
4 effectColor Float[3]
7 effectTexture String Holds a texture for some effects.

* whenever i changed this field it actually faded whatever color i had to white..setting the value of this to 100 and the other two to 1.0 gave me very transclucent pale blue rain...i tried it several times, same each time...maybe i did it

6.0.1.18179

struct WeatherRec {
  uint32_t m_ID;
  uint32_t m_ambienceID;
  uint32_t m_type;
  uint32_t m_effectType;
  float m_intensity[2];
  float m_transitionSkyBox;
  float m_effectColor[3];
  stringref m_effectTexture;
  uint32_t m_soundAmbienceID;
  uint32_t m_windSettingsID;
};