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    AnimationData


    antz
     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 MaNGOSThree

    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

    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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