Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectDossunYokoMove.hh
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#pragma once
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#include "game/field/obj/ObjectDossun.hh"
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namespace
Kinoko::Field
{
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class
ObjectDossunYokoMove final :
public
ObjectDossun {
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public
:
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ObjectDossunYokoMove(
const
System::MapdataGeoObj
¶ms) : ObjectDossun(params) {}
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~ObjectDossunYokoMove()
override
=
default
;
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void
init()
override
{
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m_railInterpolator->init(0.0f, 0);
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// In the base game, `ObjectDossun::init()` initializes this to `AnmState::Still`, but not
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// this override. As a result, this value is uninitialized for the derived class if the heap
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// was not zero-initialized.
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m_anmState = AnmState::Still;
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}
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void
calc()
override
{
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m_railInterpolator->calc();
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setPos(m_railInterpolator->curPos());
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}
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};
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}
// namespace Kinoko::Field
Kinoko::System::MapdataGeoObj
Definition
MapdataGeoObj.hh:9
Kinoko::Field
Pertains to collision.
Definition
BoxColManager.cc:10
game
field
obj
ObjectDossunYokoMove.hh
Made by
Malleo
. Logo by
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. Website generated by
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1.17.0