NOTE: This page is auto-generated from the MAGNET DBCDocs module, Any changes made directly to this page will be lost when it is regenerated. |
Description of the DBC file 'AnimationData' for MaNGOSFive
The animation data table contains definitions for the different animations models can have.
The file contents is read and mapped into the struct animationdataEntry in the MaNGOS core.
The field types and usage is defined in animationdatafmt in the MaNGOS core.
The File is currently *NOT USED* by the MaNGOS core.
The Field definitions follow, No. of fields: 6 strong>
Field Name | Field Type | Notes |
---|---|---|
AnimationDataId | INT(11) | The ID of the animation to play. |
Name | TEXT | The Name of the animation. |
WeaponFlags | INT(11) | These flags describe if an animation should modify the weapon(s) state worn by a character. |
Bodyflags | INT(11) | See Below. |
Flags | INT(11) | See Below. |
PreviousAnimationDataId | INT(11) | The preceeding animation. |
Description of the fields
AnimationDataId INT(11)
The ID of the animation to play.
Name TEXT
The Name of the animation.
WeaponFlags INT(11)
These flags describe if an animation should modify the weapon(s) state worn by a character. Animations can ignore weapons and sheathe/unsheathe them.
Value | Meaning |
---|---|
0 | Weapon not affected by animation. |
4 | Sheathe weapons automatically. |
16 | Sheathe weapons automatically. |
32 | Unsheathe weapons. |
Bodyflags INT(11)
TODO: Need to document the BodyFlags
Flags INT(11)
TODO: Need to document the Flags
PreviousAnimationDataId INT(11)
References an animation ID from [AnimationData.dbc#AnimationDataID].
auto-generated by the getMaNGOS.eu MAGNET dbcdocs module
Edited by Antz
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