Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectFireball.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
ObjectFireball
:
public
ObjectCollidable
{
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public
:
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ObjectFireball
(
const
System::MapdataGeoObj
¶ms) :
ObjectCollidable
(params) {}
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~ObjectFireball
() =
default
;
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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
*getKclName()
const override
{
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return
"fireBPlane"
;
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}
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void
setDistance(f32 dist) {
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m_distance = dist;
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}
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void
setAngle(f32 angle) {
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m_angle = angle;
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}
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[[nodiscard]] f32 distance()
const
{
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return
m_distance;
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}
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[[nodiscard]] f32 angle()
const
{
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return
m_angle;
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}
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private
:
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f32 m_distance;
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f32 m_angle;
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};
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}
// namespace Field
Field::ObjectCollidable
Definition
ObjectCollidable.hh:16
Field::ObjectFireball
Definition
ObjectFireball.hh:7
System::MapdataGeoObj
Definition
MapdataGeoObj.hh:9
uint32_t
Field
Pertains to collision.
Definition
BoxColManager.cc:8
game
field
obj
ObjectFireball.hh
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Malleo
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