A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectHighwayManager.hh
1#pragma once
2
3#include "game/field/obj/ObjectCollidable.hh"
4
5namespace Field {
6
7class ObjectCarTGE;
8
10public:
12 ~ObjectHighwayManager() override;
13
14 void init() override;
15 void calc() override;
16
18 [[nodiscard]] u32 loadFlags() const override {
19 return 1;
20 }
21
23 void loadGraphics() override {}
24
26 void createCollision() override {}
27
29 void loadRail() override {}
30
31 [[nodiscard]] u32 squashTimer() const {
32 return m_squashTimer;
33 }
34
35private:
36 void calcSquash();
37
38 std::span<ObjectCarTGE *> m_cars;
40
41 static constexpr u32 SQUASH_MAX = 600;
42};
43
44} // namespace Field
u32 m_squashTimer
Normally an array, one for each player.
Pertains to collision.