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
Kinoko::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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owning_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 Kinoko::Field
Kinoko::Field::ObjectCollidable
Definition
ObjectCollidable.hh:18
Kinoko::Field::ObjectWoodboxW
Definition
ObjectWoodboxW.hh:9
Kinoko::System::MapdataGeoObj
Definition
MapdataGeoObj.hh:9
Kinoko::owning_span
A contiguous storage container that manages the lifecycle of a buffer of a given size.
Definition
Types.hh:29
Kinoko::Field
Pertains to collision.
Definition
BoxColManager.cc:8
game
field
obj
ObjectWoodboxW.hh
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