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 Kinoko::Field {
6
7class ObjectWoodboxWSub final : public ObjectWoodbox {
8public:
9 ObjectWoodboxWSub(const System::MapdataGeoObj &params);
10 ~ObjectWoodboxWSub() override;
11
13 void init() override {
14 ObjectBreakable::init();
15 m_state = 0;
16 }
17
18 void calc() override;
19
21 [[nodiscard]] LoadFlags loadFlags() const override {
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 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.