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denotes unused fields
| Index | Field | Type | Reference |
|---|---|---|---|
| 0 | ID | uint32 | |
| 1 | AmbienceSoundID | uint32 | SoundEntries.dbc/0 |
| 2 | EffectType | uint32 | |
| 3 | TransitionSkyBox | uint32 | |
| 4 | EffectColor_R | float | |
| 5 | EffectColor_G | float | |
| 6 | EffectColor_B | float | |
| 7 | EffectTexture | string |
Col: 0 (uint32)
- no description -
Col: 1 (uint32)
The sound played when the weather is taking place.
Col: 2 (uint32)
Col: 3 (uint32)
- no description -
Col: 4 – 6 (float)
0 … 1.0
Col: 7 (string)
- no description -
Back to 'WeaponSwingSounds2' Return to DBCs (3.3.5a) Go to 'WMOAreaTable'