Okay, so, this part:
Code:
<Namespace Name='ProfessionSelectionEmotes'>
<Namespace Name='accept'>
<DataSource Name='default' percent='80'>
<Data Name='applause_polite' weight='1'/>
<Data Name='flex_biceps' weight='1'/>
<Data Name='hair_flip' weight='1'/>
<Data Name='pose_proudly' weight='2'/>
<Data Name='salute1' weight='1'/>
<Data Name='salute2' weight='1'/>
<Data Name='nod_head_once' weight='2'/>
</DataSource>
</Namespace>
<Namespace Name='reject'>
<DataSource Name='default' percent='80'>
<Data Name='stamp_feet' weight='1'/>
<Data Name='wave_finger_warning' weight='1'/>
<Data Name='weeping' weight='1'/>
<Data Name='cough_polite' weight='1'/>
<Data Name='rub_chin_thoughtful' weight='1'/>
<Data Name='scratch_head' weight='1'/>
<Data Name='shrug_hands' weight='1'/>
<Data Name='shrug_shoulders' weight='1'/>
<Data Name='slump_head' weight='1'/>
<Data Name='smell_armpit' weight='2'/>
</DataSource>
</Namespace>
Appears to handle it, the rest in ui_avatardata seem to be customization based.
I haven't tried it due to time, but you should be able to just change/delete/add animations to the accept and reject bit, the same way as you see it there.
I'm 99 confident it looks into
appearance/ash/all_b.ash, as it is the main link file to all the actions possible for that skeleton and then links to the correct animation.
Unsure right now if the the animation itself is the first or the second string in each ACTN node, but you're probably gonna want to use the first string.
So if you look into the
all_b.ash for example and click on the first ACTN chunk you'll see something like:
2hot4u.
emt_2hot4u...
Bytes:
32 68 6F 74 34 75 00
65 6D 74 5F 32 68 6F 74 34 75 00 00 00
You'll want to use:
2hot4u
Bytes:
32 68 6F 74 34 75
Then, just for the sake of clarification,
emt_2hot4u would be the actual animation name that the client grabs. (
appearance/animation/all_b_emt_2hot4u.ans) It's kind of odd, I would have expected there to be a more direct way of linking them, besides a loose name with no directions, or a datatable. Maybe I missed it, but haven't seen it. Also, no idea what the 2 null chars are at the end of the chunk, maybe room for more strings, haven't looked into it.
Now to continue the example, if you want to change this:
<Data Name='stamp_feet' weight='1'/>
Simply change the stamp_feet to:
<Data Name='2hot4u' weight='1'/>
And that should hopefully work, otherwise I just wrote a bunch of words for nothing.
P.S. Ignore ACTSIFNO, that's just the count for how many actions there are in that FORM, also MVACACTN chunks are simply the first chunk in a sub FORM, meaning, they're essentially just ACTN chunks too, just for how the game handles the files structure, that seems to be a thing (I mean the 8 character chunk name vs the 'regular' 4, for the first chunk in a FORM)
P.P.S. Gonna be back on IRC next week.
P.S.P.S. Just being extra thorough in explaining it so the whole chunk makes sense for anyone who is curious, just ignore anything irrelevant if you're not, not trying to be confusing!