DB/Weather: Difference between revisions

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Line 31: Line 31:
   uint32_t m_ambienceID;
   uint32_t m_ambienceID;
   uint32_t m_type;
   uint32_t m_type;
   uint32_t m_effectType;
   uint32_t m_effectType; // 0 : None, 1: Rain, 2: Snow, 3: Sand
   float m_intensity[2];
   float m_intensity[2];
   float m_transitionSkyBox;
   float m_transitionSkyBox;

Latest revision as of 12:54, 26 March 2018

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

≥ BC

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

  • --watcher, 00:08, 13 August 2007

6.0.1.18179

struct WeatherRec {
  uint32_t m_ID;
  uint32_t m_ambienceID;
  uint32_t m_type;
  uint32_t m_effectType;  // 0 : None, 1: Rain, 2: Snow, 3: Sand
  float m_intensity[2];
  float m_transitionSkyBox;
  float m_effectColor[3];
  stringref m_effectTexture;
  uint32_t m_soundAmbienceID;
  uint32_t m_windSettingsID;
};