Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectWoodboxWSub.hh
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#pragma once
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#include "game/field/obj/ObjectWoodbox.hh"
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namespace
Field
{
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class
ObjectWoodboxWSub
final :
public
ObjectWoodbox
{
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public
:
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ObjectWoodboxWSub
(
const
System::MapdataGeoObj
¶ms);
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~ObjectWoodboxWSub
()
override
;
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void
init()
override
{
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ObjectBreakable::init();
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m_state = 0;
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}
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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
enableCollision()
override
{
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ObjectBreakable::enableCollision();
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m_railInterpolator->init(0.0f, 0);
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m_railInterpolator->setPerPointVelocities(
true
);
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}
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private
:
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void
calcPosition();
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};
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}
// namespace Field
Field::ObjectWoodboxWSub
Definition
ObjectWoodboxWSub.hh:7
Field::ObjectWoodbox
Definition
ObjectWoodbox.hh:7
System::MapdataGeoObj
Definition
MapdataGeoObj.hh:9
uint32_t
Field
Pertains to collision.
Definition
BoxColManager.cc:8
game
field
obj
ObjectWoodboxWSub.hh
Made by
Malleo
. Logo by
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