A reimplementation of Mario Kart Wii's physics engine in C++
Loading...
Searching...
No Matches
ObjectItemboxPress.hh
1#pragma once
2
3#include "game/field/obj/ObjectCollidable.hh"
4
5namespace Kinoko::Field {
6
8
11class ObjectItemboxPress final : public ObjectCollidable {
12public:
13 ObjectItemboxPress(const System::MapdataGeoObj &params);
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 calcRail();
55
56 u32 m_state;
57 ObjectPressSenko *m_senko;
58};
59
60} // namespace Kinoko::Field
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.