Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectWoodbox.hh
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#pragma once
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#include "game/field/obj/ObjectBreakable.hh"
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namespace
Kinoko::Field
{
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class
ObjectWoodbox :
public
ObjectBreakable {
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public
:
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ObjectWoodbox(
const
System::MapdataGeoObj
¶ms);
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~ObjectWoodbox()
override
;
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[[nodiscard]]
const
char
*getKclName()
const override
{
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return
"ironbox"
;
// woodbox when not in TTs
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}
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void
calcCollisionTransform()
override
;
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};
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}
// namespace Kinoko::Field
Kinoko::System::MapdataGeoObj
Definition
MapdataGeoObj.hh:9
Kinoko::Field
Pertains to collision.
Definition
BoxColManager.cc:10
game
field
obj
ObjectWoodbox.hh
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