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
16public:
18 ~ObjectSniper() override;
19
20 void init() override;
21 void calc() override;
22
24 [[nodiscard]] u32 loadFlags() const override {
25 return 1;
26 }
27
29 void loadGraphics() override {}
30
32 void createCollision() override {}
33
35 void loadRail() override {}
36
37protected:
39 ObjectProjectileLauncher *m_launcher; // The rDH sun or the RSGB ship
40 owning_span<s16> m_pointIdxs;
41};
42
43} // namespace Kinoko::Field
Abstract class that moves along its own rail and throws projectiles.
The base class for a manager object which is responsible for synchronizing a set of projectiles and a...
A contiguous storage container that manages the lifecycle of a buffer of a given size.
Definition Types.hh:29
Pertains to collision.