Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
Toggle main menu visibility
Loading...
Searching...
No Matches
ObjectHitTable.hh
1
#pragma once
2
3
#include "game/field/obj/ObjectId.hh"
4
5
#include <span>
6
7
namespace
Kinoko::Kart
{
8
enum class
Reaction
;
9
}
// namespace Kinoko::Kart
10
11
namespace
Kinoko::Field
{
12
13
class
ObjectHitTable {
14
public
:
15
ObjectHitTable(
const
char
*filename);
16
~ObjectHitTable();
17
18
Kart::Reaction
reaction(s16 i)
const
;
19
s16 slot(ObjectId
id
)
const
;
20
21
private
:
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
Kinoko::owning_span
A contiguous storage container that manages the lifecycle of a buffer of a given size.
Definition
Types.hh:32
Kinoko::Field
Pertains to collision.
Definition
BoxColManager.cc:10
Kinoko::Kart
Pertains to kart-related functionality.
Definition
BoxColManager.hh:14
Kinoko::Kart::Reaction
Reaction
Represents the different reactions that can occur when a kart collides with an object.
Definition
Reaction.hh:8
game
field
ObjectHitTable.hh
Made by
Malleo
. Logo by
vabold
. Website generated by
Doxygen
1.17.0