Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectPsea.hh
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#pragma once
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#include "game/field/obj/ObjectCollidable.hh"
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namespace
Field
{
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class
ObjectPsea
final :
public
ObjectCollidable
{
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public
:
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ObjectPsea
(
const
System::MapdataGeoObj
¶ms);
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~ObjectPsea
()
override
;
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void
calc()
override
;
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[[nodiscard]] u32 loadFlags()
const override
{
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return
1;
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}
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void
loadGraphics()
override
{}
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void
createCollision()
override
{}
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private
:
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u16
m_frame;
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s16 m_cycleDuration;
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const
f32 m_period;
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f32 m_initPosY;
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static
constexpr
s16 CYCLE_DURATION = 1200;
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};
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}
// namespace Field
Field::ObjectCollidable
Definition
ObjectCollidable.hh:16
Field::ObjectPsea
Represents the rising water on GCN Peach Beach and Delfino Pier battle stage.
Definition
ObjectPsea.hh:11
System::MapdataGeoObj
Definition
MapdataGeoObj.hh:9
uint16_t
Field
Pertains to collision.
Definition
BoxColManager.cc:8
game
field
obj
ObjectPsea.hh
Made by
Malleo
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