A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectItemboxLine.hh
1#pragma once
2
3#include "game/field/obj/ObjectCollidable.hh"
4
5namespace Kinoko::Field {
6
7class ObjectItemboxPress;
8
11class ObjectItemboxLine final : public ObjectCollidable {
12public:
14 ~ObjectItemboxLine() override;
15
16 void init() override;
17 void calc() override;
18
20 [[nodiscard]] u32 loadFlags() const override {
21 return 1;
22 }
23
24private:
27 u32 m_curPressIdx;
28};
29
30} // namespace Kinoko::Field
Object which represents a line of itemboxes, a brick block which may be pressed into an itembox,...
u32 m_stompCooldown
Number of frames in between stomps.
A contiguous storage container that manages the lifecycle of a buffer of a given size.
Definition Types.hh:29
Pertains to collision.