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denotes unused fields
| Index | Field | Type | Reference |
|---|---|---|---|
| 0 | ID | uint32 | |
| 1 | Name | string | |
| 2 | Weaponflags | uint32 | |
| 3 | Bodyflags | uint32 | |
| 4 | Flags | uint32 | |
| 5 | FallbackID | uint32 | AnimationData.dbc/0 |
| 6 | BehaviorID | uint32 | AnimationData.dbc/0 |
| 7 | BehaviorTier | uint32 |
Col: 0 (uint32)
- no description -
Col: 1 (string)
- no description -
Col: 2 (uint32)
| Value | Flag | Comment |
|---|---|---|
| 0 | 0x00 | weapon untouched/non-affected |
| 4 | 0x04 | weapon puts back automatically(either somehow different ?) |
| 16 | 0x10 | weapon puts back automatically(either somehow different ?) |
| 32 | 0x20 | pull weapons out during animation. |
Col: 3 (uint32)
- no description -
Col: 4 (uint32)
- no description -
Col: 5 (uint32)
The animation, preceeding this one.
Col: 6 (uint32)
Same as ID for normal animations.
Col: 7 (uint32)
| ID | Name | Comment |
|---|---|---|
| 0 | Ground | plays ground tier animations |
| 1 | Swim | falls back to ground tier animations, not handled by the client, should never appear in sniffs, will prevent tier change animations from playing correctly if used |
| 2 | Hover | plays flying tier animations or falls back to ground tier animations, automatically enables hover clientside when entering visibility with this value |
| 3 | Fly | plays flying tier animations |
| 4 | Submerged |
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