Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectItemboxLine.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
ObjectItemboxPress;
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class
ObjectItemboxLine
final :
public
ObjectCollidable
{
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public
:
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ObjectItemboxLine
(
const
System::MapdataGeoObj
¶ms);
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~ObjectItemboxLine
()
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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private
:
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std::span<ObjectItemboxPress *> m_press;
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u32
m_stompCooldown
;
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u32
m_curPressIdx;
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};
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}
// namespace Field
Field::ObjectCollidable
Definition
ObjectCollidable.hh:16
Field::ObjectItemboxLine
Object which represents a line of itemboxes, a brick block which may be pressed into an itembox,...
Definition
ObjectItemboxLine.hh:11
Field::ObjectItemboxLine::m_stompCooldown
u32 m_stompCooldown
Number of frames in between stomps.
Definition
ObjectItemboxLine.hh:26
System::MapdataGeoObj
Definition
MapdataGeoObj.hh:9
uint32_t
Field
Pertains to collision.
Definition
BoxColManager.cc:8
game
field
obj
ObjectItemboxLine.hh
Made by
Malleo
. Logo by
vabold
. Website generated by
Doxygen
1.12.0