Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectHighwayManager.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
ObjectCarTGE;
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class
ObjectHighwayManager
:
public
ObjectCollidable
{
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public
:
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ObjectHighwayManager
();
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~ObjectHighwayManager
()
override
;
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void
init()
override
;
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void
calc()
override
;
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[[nodiscard]]
u32
loadFlags()
const override
{
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return
1;
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}
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void
loadGraphics()
override
{}
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void
createCollision()
override
{}
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void
loadRail()
override
{}
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[[nodiscard]]
u32
squashTimer()
const
{
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return
m_squashTimer
;
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}
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private
:
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void
calcSquash();
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std::span<ObjectCarTGE *> m_cars;
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u32
m_squashTimer
;
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static
constexpr
u32
SQUASH_MAX = 600;
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};
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}
// namespace Field
Field::ObjectCollidable
Definition
ObjectCollidable.hh:16
Field::ObjectHighwayManager
Definition
ObjectHighwayManager.hh:9
Field::ObjectHighwayManager::m_squashTimer
u32 m_squashTimer
Normally an array, one for each player.
Definition
ObjectHighwayManager.hh:39
uint32_t
Field
Pertains to collision.
Definition
BoxColManager.cc:8
game
field
obj
ObjectHighwayManager.hh
Made by
Malleo
. Logo by
vabold
. Website generated by
Doxygen
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