Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectOilSFC.cc
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#include "ObjectOilSFC.hh"
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#include "game/kart/KartCollide.hh"
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#include "game/kart/KartObject.hh"
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#include "game/kart/KartState.hh"
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namespace
Kinoko::Field
{
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ObjectOilSFC::ObjectOilSFC(
const
System::MapdataGeoObj ¶ms) :
ObjectCollidable
(params) {}
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ObjectOilSFC::~ObjectOilSFC() =
default
;
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Kart::Reaction ObjectOilSFC::onCollision(Kart::KartObject *kartObj, Kart::Reaction reactionOnKart,
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Kart::Reaction
/*reactionOnObj*/
, EGG::Vector3f &hitDepth) {
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hitDepth = EGG::Vector3f::zero;
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bool
touchingGround = kartObj->status().onBit(Kart::eStatus::TouchingGround);
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return
touchingGround ? reactionOnKart : Kart::Reaction::None;
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}
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}
// namespace Kinoko::Field
Kinoko::Field::ObjectCollidable
Definition
ObjectCollidable.hh:18
Kinoko::Field
Pertains to collision.
Definition
BoxColManager.cc:10
game
field
obj
ObjectOilSFC.cc
Made by
Malleo
. Logo by
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