A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectFirebar.hh
1#pragma once
2
3#include "game/field/obj/ObjectCollidable.hh"
4#include "game/field/obj/ObjectFireball.hh"
5
6namespace Kinoko::Field {
7
9public:
11 ~ObjectFirebar() override;
12
13 void init() override;
14 void calc() override;
15
17 [[nodiscard]] u32 loadFlags() const override {
18 return 1;
19 }
20
22 [[nodiscard]] const char *getKclName() const override {
23 return id() == ObjectId::WLFirebarGC ? "WLfirebarGC" : "koopaFirebar";
24 }
25
26private:
28 u32 m_spokes; // The number of fireball "segments"
29 f32 m_angSpeed;
30 f32 m_degAngle;
31 EGG::Vector3f m_axis;
32 EGG::Vector3f m_initDir;
33};
34
35} // namespace Kinoko::Field
A contiguous storage container that manages the lifecycle of a buffer of a given size.
Definition Types.hh:29
Pertains to collision.
A 3D float vector.
Definition Vector.hh:107