A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectFireRing.hh
1#pragma once
2
3#include "game/field/obj/ObjectCollidable.hh"
4#include "game/field/obj/ObjectFireball.hh"
5
6namespace Field {
7
9public:
11 ~ObjectFireRing() override;
12
13 void init() override;
14 void calc() override;
15
17 [[nodiscard]] u32 loadFlags() const override {
18 return 1;
19 }
20
22 void createCollision() override {}
23
24private:
25 std::span<ObjectFireball *> m_fireballs;
26 f32 m_angSpeed;
27 f32 m_degAngle;
28 EGG::Vector3f m_axis;
29 EGG::Vector3f m_initDir;
30 f32 m_radiusScale;
31 f32 m_phase;
32};
33
34} // namespace Field
Pertains to collision.
A 3D float vector.
Definition Vector.hh:83