A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectSniper.hh
1#pragma once
2
3#include "game/field/obj/ObjectProjectile.hh"
4#include "game/field/obj/ObjectProjectileLauncher.hh"
5
6namespace Kinoko::Field {
7
15class ObjectSniper : public ObjectCollidable {
16public:
17 ObjectSniper();
18 ~ObjectSniper() override;
19
20 void init() override;
21 void calc() override;
22
24 [[nodiscard]] LoadFlags loadFlags() const override {
26 }
27
29 void loadGraphics() override {}
30
32 void createCollision() override {}
33
35 void loadRail() override {}
36
37protected:
38 owning_span<ObjectProjectile *> m_projectiles;
39 ObjectProjectileLauncher *m_launcher; // The rDH sun or the RSGB ship
40 owning_span<s16> m_pointIdxs;
41};
42
43} // namespace Kinoko::Field
EGG::TBitFlag< u8, eLoadFlags > LoadFlags
A bitfield of eLoadFlags that represents the update requirements of the object.
Definition ObjectBase.hh:36
@ Calc
The state of the object should be recalculated every frame.
Definition ObjectBase.hh:30
LoadFlags loadFlags() const override
Returns a bitmask indicating which lifecycle hooks should be called for the object.
Pertains to collision.