Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectWoodboxW.hh
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#pragma once
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#include "game/field/obj/ObjectCollidable.hh"
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namespace
Field
{
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class
ObjectWoodboxWSub;
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class
ObjectWoodboxW
final :
public
ObjectCollidable
{
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public
:
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ObjectWoodboxW
(
const
System::MapdataGeoObj
¶ms);
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~ObjectWoodboxW
()
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
createCollision()
override
{}
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private
:
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std::span<ObjectWoodboxWSub *> m_boxes;
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s32
m_framesUntilSpawn;
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u32
m_nextBoxIdx;
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};
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}
// namespace Field
Field::ObjectCollidable
Definition
ObjectCollidable.hh:16
Field::ObjectWoodboxW
Definition
ObjectWoodboxW.hh:9
System::MapdataGeoObj
Definition
MapdataGeoObj.hh:9
int32_t
uint32_t
Field
Pertains to collision.
Definition
BoxColManager.cc:8
game
field
obj
ObjectWoodboxW.hh
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