A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectEscalatorGroup.hh
1#pragma once
2
3#include "game/field/obj/ObjectCollidable.hh"
4
5namespace Kinoko::Field {
6
8
10class ObjectEscalatorGroup final : public ObjectCollidable {
11public:
12 ObjectEscalatorGroup(const System::MapdataGeoObj &params);
13 ~ObjectEscalatorGroup() override;
14
16 [[nodiscard]] LoadFlags loadFlags() const override {
18 }
19
21 [[nodiscard]] const char *getResources() const override {
22 return "monte_a";
23 }
24
26 [[nodiscard]] const char *getKclName() const override {
27 return "monte_a";
28 }
29
32 void createCollision() override {}
33
34private:
35 ObjectEscalator *m_rightEscalator;
36 ObjectEscalator *m_leftEscalator;
37};
38
39} // namespace Kinoko::Field
EGG::TBitFlag< u8, eLoadFlags > LoadFlags
A bitfield of eLoadFlags that represents the update requirements of the object.
Definition ObjectBase.hh:36
@ Calc
The state of the object should be recalculated every frame.
Definition ObjectBase.hh:30
void createCollision() override
Not overridden in the base game, but it's effectively a nop because the corresponding kcl (monte_a) d...
LoadFlags loadFlags() const override
Returns a bitmask indicating which lifecycle hooks should be called for the object.
Represents an individual escalator on Coconut Mall.
Pertains to collision.