A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectParasolR.hh
1#pragma once
2
3#include "game/field/obj/ObjectCollidable.hh"
4
5namespace Kinoko::Field {
6
7class ObjectParasolR : public ObjectCollidable {
8public:
9 ObjectParasolR(const System::MapdataGeoObj &params);
10 ~ObjectParasolR() override;
11
13 [[nodiscard]] u32 loadFlags() const override {
14 return 1;
15 }
16};
17
18} // namespace Kinoko::Field
Pertains to collision.