Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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KartModel.hh
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#pragma once
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#include "game/kart/KartObjectProxy.hh"
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namespace
Kinoko::Render
{
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class
KartModel :
Kart::KartObjectProxy
{
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public
:
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KartModel();
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virtual
~KartModel();
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virtual
void
vf_1c();
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void
init();
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void
calc();
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void
FUN_807CB198
();
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void
FUN_807CB530
();
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void
FUN_807C7828
(u8 playerIdx,
bool
isBike);
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private
:
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bool
m_somethingLeft;
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bool
m_somethingRight;
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f32 _54;
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f32 _58;
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f32 _5c;
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f32 _64;
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bool
m_isInsideDrift;
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f32 _2e8;
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};
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class
KartModelKart :
public
KartModel {
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public
:
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KartModelKart();
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~KartModelKart();
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};
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class
KartModelBike :
public
KartModel {
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public
:
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KartModelBike();
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~KartModelBike();
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};
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}
// namespace Kinoko::Render
Kinoko::Kart::KartObjectProxy
Base class for most kart-related objects.
Definition
KartObjectProxy.hh:73
Kinoko::Render::KartModel::FUN_807CB198
void FUN_807CB198()
Definition
KartModel.cc:140
Kinoko::Render::KartModel::FUN_807CB530
void FUN_807CB530()
Definition
KartModel.cc:163
Kinoko::Render::KartModel::FUN_807C7828
void FUN_807C7828(u8 playerIdx, bool isBike)
Definition
KartModel.cc:170
Kinoko::Render
Pertains to rendering the kart model.
Definition
KartObjectProxy.hh:25
game
render
KartModel.hh
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