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
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
Kart::KartObjectProxy
Base class for most kart-related objects.
Definition
KartObjectProxy.hh:67
Kart::KartReject
Pertains to handling reject road.
Definition
KartReject.hh:12
Field
Pertains to collision.
Definition
BoxColManager.cc:8
Kart
Pertains to kart-related functionality.
Definition
BoxColManager.hh:12
EGG::Vector3f
A 3D float vector.
Definition
Vector.hh:88
Field::CollisionInfo
Definition
KColData.hh:23
game
kart
KartReject.hh
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Malleo
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