A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectItemboxPress.hh
1#pragma once
2
3#include "game/field/obj/ObjectCollidable.hh"
4
5namespace Field {
6
7class ObjectPressSenko;
8
12public:
14 ~ObjectItemboxPress() override;
15
17 void init() override {
18 m_state = 0;
19 }
20
21 void calc() override;
22
24 [[nodiscard]] ObjectId id() const override {
25 return ObjectId::Itembox;
26 }
27
29 [[nodiscard]] u32 loadFlags() const override {
30 return 1;
31 }
32
34 [[nodiscard]] const char *getResources() const override {
35 return "itembox";
36 }
37
39 [[nodiscard]] const char *getKclName() const override {
40 return "itembox";
41 }
42
43 void startPress();
44
45 void setState(u32 state) {
46 m_state = state;
47 }
48
49 void setSenko(ObjectPressSenko *senko) {
50 m_senko = senko;
51 }
52
53private:
54 void calcPosition();
55
56 u32 m_state;
57 ObjectPressSenko *m_senko;
58};
59
60} // namespace Field
Responsible for stomper state management.
void startPress()
Used by ObjectItemboxLine to activate the stomper.
The stompers on the left and right side of the first TF factory room.
Pertains to collision.