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45th open format — replaces LiquidType.dbc plus the AzerothCore-style terrain liquid descriptor data. Defines liquid materials used by terrain MCNK liquid layers, WMO interior pools, and procedurally generated fluid bodies in custom zones. Each liquid pairs a render material (shader + texture array + flow vectors + fog color) with gameplay data (damage spell, raw DPS, ambient + splash audio cross-refs). Cross-references with prior formats — ambientSoundId and splashSoundId point at WSND.soundId, damageSpellId points at WSPL.spellId. 10 liquid kinds (Water / Magma / Slime / OceanSalt / FelFire / HolyLight / TarOil / AcidBog / FrozenWater / UnderworldGoo) covering both natural and magical fluids. Per-liquid: viscosity (0=water, 1=slime), flow direction+speed (radians+units/sec), fog density+RGB, packed minimap RGBA color. CLI: --gen-liquids (3-entry classic Water/Lava/Slime starter), --gen-liquids-magical (4 magical pools incl. fel/holy/cosmic), --gen-liquids-hazardous (3 high-damage liquids with WSPL DoT cross-refs), --info-wliq, --validate-wliq with --json variants. Validator catches id=0/duplicates, missing shader/material, kind out of range, fog/viscosity outside 0..1, hazardous-kind- without-damage warning, and Water/OceanSalt-with-damage warning to flag accidental misconfiguration.
11 lines
201 B
C++
11 lines
201 B
C++
#pragma once
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namespace wowee {
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namespace editor {
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namespace cli {
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bool handleLiquidsCatalog(int& i, int argc, char** argv, int& outRc);
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} // namespace cli
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} // namespace editor
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} // namespace wowee
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