Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
Toggle main menu visibility
Loading...
Searching...
No Matches
ObjectParasolR.hh
1
#pragma once
2
3
#include "game/field/obj/ObjectCollidable.hh"
4
5
namespace
Kinoko::Field
{
6
7
class
ObjectParasolR :
public
ObjectCollidable {
8
public
:
9
ObjectParasolR(
const
System::MapdataGeoObj
¶ms);
10
~ObjectParasolR()
override
;
11
13
[[nodiscard]]
LoadFlags
loadFlags
()
const override
{
14
return
LoadFlags
(
eLoadFlags::Calc
);
15
}
16
};
17
18
}
// namespace Kinoko::Field
Kinoko::Field::ObjectBase::LoadFlags
EGG::TBitFlag< u8, eLoadFlags > LoadFlags
A bitfield of eLoadFlags that represents the update requirements of the object.
Definition
ObjectBase.hh:36
Kinoko::Field::ObjectBase::eLoadFlags::Calc
@ Calc
The state of the object should be recalculated every frame.
Definition
ObjectBase.hh:30
Kinoko::Field::ObjectParasolR::loadFlags
LoadFlags loadFlags() const override
Returns a bitmask indicating which lifecycle hooks should be called for the object.
Definition
ObjectParasolR.hh:13
Kinoko::System::MapdataGeoObj
Definition
MapdataGeoObj.hh:9
Kinoko::Field
Pertains to collision.
Definition
BoxColManager.cc:10
game
field
obj
ObjectParasolR.hh
Made by
Malleo
. Logo by
vabold
. Website generated by
Doxygen
1.17.0