Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectParasolR.hh
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#pragma once
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#include "game/field/obj/ObjectCollidable.hh"
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namespace
Kinoko::Field
{
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class
ObjectParasolR :
public
ObjectCollidable {
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public
:
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ObjectParasolR(
const
System::MapdataGeoObj
¶ms);
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~ObjectParasolR()
override
;
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[[nodiscard]] u32 loadFlags()
const override
{
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return
1;
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}
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};
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}
// namespace Kinoko::Field
Kinoko::System::MapdataGeoObj
Definition
MapdataGeoObj.hh:9
Kinoko::Field
Pertains to collision.
Definition
BoxColManager.cc:10
game
field
obj
ObjectParasolR.hh
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