Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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JugemSwitch.hh
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#pragma once
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#include <
Common.hh
>
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namespace
Kinoko::Field
{
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class
JugemSwitch {
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public
:
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JugemSwitch() : m_isOn(
false
) {}
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virtual
~JugemSwitch() =
default
;
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[[nodiscard]]
bool
isOn()
const
{
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return
m_isOn;
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}
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virtual
void
init() {
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m_isOn =
false
;
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}
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virtual
void
calc() = 0;
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protected
:
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bool
m_isOn;
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};
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class
JugemSwitchReverse :
public
JugemSwitch {
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public
:
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JugemSwitchReverse() =
default
;
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~JugemSwitchReverse()
override
=
default
;
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void
init()
override
{
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m_isOn =
false
;
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m_activationPercent
= 0.0f;
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}
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void
calc()
override
;
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private
:
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f32
m_activationPercent
;
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};
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}
// namespace Kinoko::Field
Common.hh
This header houses common data types such as our integral types and enums.
Kinoko::Field::JugemSwitchReverse::m_activationPercent
f32 m_activationPercent
Lakitu is activated when this reaches 1.0f.
Definition
JugemSwitch.hh:41
Kinoko::Field
Pertains to collision.
Definition
BoxColManager.cc:8
game
field
jugem
JugemSwitch.hh
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