Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectEscalatorGroup.hh
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#pragma once
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#include "game/field/obj/ObjectCollidable.hh"
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namespace
Field
{
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class
ObjectEscalator;
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class
ObjectEscalatorGroup
final :
public
ObjectCollidable
{
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public
:
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ObjectEscalatorGroup
(
const
System::MapdataGeoObj
¶ms);
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~ObjectEscalatorGroup
()
override
;
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[[nodiscard]]
u32
loadFlags()
const override
{
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return
1;
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}
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[[nodiscard]]
const
char
*getResources()
const override
{
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return
"monte_a"
;
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}
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[[nodiscard]]
const
char
*getKclName()
const override
{
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return
"monte_a"
;
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}
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void
createCollision
()
override
{}
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private
:
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ObjectEscalator
*m_rightEscalator;
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ObjectEscalator
*m_leftEscalator;
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};
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}
// namespace Field
Field::ObjectCollidable
Definition
ObjectCollidable.hh:16
Field::ObjectEscalatorGroup
Represents a group of two escalators and the Pianta dancing in the middle.
Definition
ObjectEscalatorGroup.hh:10
Field::ObjectEscalatorGroup::createCollision
void createCollision() override
Not overridden in the base game, but it's effectively a nop because the corresponding kcl (monte_a) d...
Definition
ObjectEscalatorGroup.hh:32
Field::ObjectEscalator
Represents an individual escalator on Coconut Mall.
Definition
ObjectEscalator.hh:15
System::MapdataGeoObj
Definition
MapdataGeoObj.hh:9
uint32_t
Field
Pertains to collision.
Definition
BoxColManager.cc:8
game
field
obj
ObjectEscalatorGroup.hh
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