Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectFireRing.hh
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#pragma once
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#include "game/field/obj/ObjectCollidable.hh"
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#include "game/field/obj/ObjectFireball.hh"
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namespace
Field
{
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class
ObjectFireRing
:
public
ObjectCollidable
{
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public
:
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ObjectFireRing
(
const
System::MapdataGeoObj
¶ms);
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~ObjectFireRing
()
override
;
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void
init()
override
;
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void
calc()
override
;
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[[nodiscard]]
u32
loadFlags()
const override
{
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return
1;
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}
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void
createCollision()
override
{}
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private
:
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std::span<ObjectFireball *> m_fireballs;
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f32 m_angSpeed;
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f32 m_degAngle;
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EGG::Vector3f
m_axis;
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EGG::Vector3f
m_initDir;
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f32 m_radiusScale;
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f32 m_phase;
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};
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}
// namespace Field
Field::ObjectCollidable
Definition
ObjectCollidable.hh:16
Field::ObjectFireRing
Definition
ObjectFireRing.hh:8
System::MapdataGeoObj
Definition
MapdataGeoObj.hh:9
uint32_t
Field
Pertains to collision.
Definition
BoxColManager.cc:8
EGG::Vector3f
A 3D float vector.
Definition
Vector.hh:83
game
field
obj
ObjectFireRing.hh
Made by
Malleo
. Logo by
vabold
. Website generated by
Doxygen
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