Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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KartReject.hh
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#pragma once
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#include "game/kart/KartObjectProxy.hh"
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namespace
Kinoko {
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namespace
Field {
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struct
CollisionInfo;
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}
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namespace
Kart {
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class
KartReject
:
public
KartObjectProxy
{
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public
:
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KartReject
();
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~KartReject
();
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void
reset();
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void
calcRejectRoad();
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bool
calcRejection();
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private
:
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bool
calcCollision(
Field::CollisionInfo
&colInfo, Field::KCLTypeMask mask,
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EGG::Vector3f
&tangentOff);
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f32 m_rejectSign;
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};
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}
// namespace Kart
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}
// namespace Kinoko
Kinoko::Kart::KartObjectProxy
Base class for most kart-related objects.
Definition
KartObjectProxy.hh:72
Kinoko::Kart::KartReject
Pertains to handling reject road.
Definition
KartReject.hh:14
Kinoko::EGG::Vector3f
A 3D float vector.
Definition
Vector.hh:107
Kinoko::Field::CollisionInfo
Definition
KColData.hh:23
game
kart
KartReject.hh
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