A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectFireball.hh
1#pragma once
2
3#include "game/field/obj/ObjectCollidable.hh"
4
5namespace Field {
6
8public:
10 ObjectFireball(const System::MapdataGeoObj &params) : ObjectCollidable(params) {}
11
13 ~ObjectFireball() = default;
14
16 [[nodiscard]] u32 loadFlags() const override {
17 return 1;
18 }
19
21 [[nodiscard]] const char *getKclName() const override {
22 return "fireBPlane";
23 }
24
25 void setDistance(f32 dist) {
26 m_distance = dist;
27 }
28
29 void setAngle(f32 angle) {
30 m_angle = angle;
31 }
32
33 [[nodiscard]] f32 distance() const {
34 return m_distance;
35 }
36
37 [[nodiscard]] f32 angle() const {
38 return m_angle;
39 }
40
41private:
42 f32 m_distance;
43 f32 m_angle;
44};
45
46} // namespace Field
Pertains to collision.