A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectHitTable.hh
1#pragma once
2
3#include "game/field/obj/ObjectId.hh"
4
5#include <span>
6
7namespace Kinoko::Kart {
8enum class Reaction;
9} // namespace Kinoko::Kart
10
11namespace Kinoko::Field {
12
13class ObjectHitTable {
14public:
15 ObjectHitTable(const char *filename);
16 ~ObjectHitTable();
17
18 Kart::Reaction reaction(s16 i) const;
19 s16 slot(ObjectId id) const;
20
21private:
22 s16 m_count;
23 s16 m_fieldCount;
24 owning_span<s16> m_reactions;
25 const s16 *m_slots;
26};
27
28} // namespace Kinoko::Field
A contiguous storage container that manages the lifecycle of a buffer of a given size.
Definition Types.hh:32
Pertains to collision.
Pertains to kart-related functionality.
Reaction
Represents the different reactions that can occur when a kart collides with an object.
Definition Reaction.hh:8