Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectDossunc.cc
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#include "ObjectDossunc.hh"
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#include "game/field/obj/ObjectDossunNormal.hh"
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#include "game/field/obj/ObjectDossunSyuukai.hh"
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#include "game/field/obj/ObjectDossunTsuibiHolder.hh"
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#include "game/field/obj/ObjectDossunYokoMove.hh"
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#include "game/field/ObjectDirector.hh"
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namespace
Kinoko::Field
{
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ObjectDossunc::ObjectDossunc(
const
System::MapdataGeoObj ¶ms) :
ObjectCollidable
(params) {
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switch
(params.setting(1)) {
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case 0: {
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auto *dossunNormal = EGG::egg_new<ObjectDossunNormal>(params);
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dossunNormal->load();
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}
break
;
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case
1: {
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auto *dossunSyuukai = EGG::egg_new<ObjectDossunSyuukai>(params);
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dossunSyuukai->load();
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}
break
;
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case
2: {
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auto *dossunTsuibi = EGG::egg_new<ObjectDossunTsuibiHolder>(params);
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dossunTsuibi->load();
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}
break
;
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case
3: {
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auto *dossunYokoMove = EGG::egg_new<ObjectDossunYokoMove>(params);
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dossunYokoMove->load();
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}
break
;
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default
:
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break
;
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}
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}
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ObjectDossunc::~ObjectDossunc() =
default
;
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void
ObjectDossunc::load() {
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ObjectDirector::Instance()->addObjectNoImpl(
this
);
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}
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}
// namespace Kinoko::Field
Kinoko::Field::ObjectCollidable
Definition
ObjectCollidable.hh:18
Kinoko::Field
Pertains to collision.
Definition
BoxColManager.cc:10
game
field
obj
ObjectDossunc.cc
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Malleo
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