A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectWoodboxWSub.hh
1#pragma once
2
3#include "game/field/obj/ObjectWoodbox.hh"
4
5namespace Field {
6
7class ObjectWoodboxWSub final : public ObjectWoodbox {
8public:
10 ~ObjectWoodboxWSub() override;
11
13 void init() override {
14 ObjectBreakable::init();
15 m_state = 0;
16 }
17
18 void calc() override;
19
21 [[nodiscard]] u32 loadFlags() const override {
22 return 1;
23 }
24
26 void enableCollision() override {
27 ObjectBreakable::enableCollision();
28 m_railInterpolator->init(0.0f, 0);
29 m_railInterpolator->setPerPointVelocities(true);
30 }
31
32private:
33 void calcPosition();
34};
35
36} // namespace Field
Pertains to collision.