Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectSniper.hh
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#pragma once
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#include "game/field/obj/ObjectProjectile.hh"
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#include "game/field/obj/ObjectProjectileLauncher.hh"
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namespace
Field
{
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class
ObjectSniper
:
public
ObjectCollidable
{
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public
:
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ObjectSniper
();
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~ObjectSniper
()
override
;
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void
init()
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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void
loadRail()
override
{}
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protected
:
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std::span<ObjectProjectile *> m_projectiles;
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ObjectProjectileLauncher
*m_launcher;
// The rDH sun or the RSGB ship
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std::span<s16> m_pointIdxs;
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};
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}
// namespace Field
Field::ObjectCollidable
Definition
ObjectCollidable.hh:16
Field::ObjectProjectileLauncher
Abstract class that moves along its own rail and throws projectiles.
Definition
ObjectProjectileLauncher.hh:8
Field::ObjectSniper
The base class for a manager object which is responsible for synchronizing a set of projectiles and a...
Definition
ObjectSniper.hh:15
uint32_t
Field
Pertains to collision.
Definition
BoxColManager.cc:8
game
field
obj
ObjectSniper.hh
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