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
Kinoko::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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owning_span<ObjectProjectile *>
m_projectiles;
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ObjectProjectileLauncher
*m_launcher;
// The rDH sun or the RSGB ship
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owning_span<s16>
m_pointIdxs;
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};
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}
// namespace Kinoko::Field
Kinoko::Field::ObjectProjectileLauncher
Abstract class that moves along its own rail and throws projectiles.
Definition
ObjectProjectileLauncher.hh:8
Kinoko::owning_span
A contiguous storage container that manages the lifecycle of a buffer of a given size.
Definition
Types.hh:31
Kinoko::Field
Pertains to collision.
Definition
BoxColManager.cc:10
game
field
obj
ObjectSniper.hh
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