A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectWoodboxW.hh
1#pragma once
2
3#include "game/field/obj/ObjectCollidable.hh"
4
5namespace Kinoko::Field {
6
8
9class ObjectWoodboxW final : public ObjectCollidable {
10public:
11 ObjectWoodboxW(const System::MapdataGeoObj &params);
12 ~ObjectWoodboxW() override;
13
14 void init() override;
15 void calc() override;
16
18 [[nodiscard]] LoadFlags loadFlags() const override {
20 }
21
23 void createCollision() override {}
24
25private:
27 s32 m_framesUntilSpawn;
28 u32 m_nextBoxIdx;
29};
30
31} // 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.
A contiguous storage container that manages the lifecycle of a buffer of a given size.
Definition Types.hh:32
Pertains to collision.