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
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 Field
Field::ObjectBreakable
Definition
ObjectBreakable.hh:7
Field::ObjectWoodbox
Definition
ObjectWoodbox.hh:7
System::MapdataGeoObj
Definition
MapdataGeoObj.hh:9
Field
Pertains to collision.
Definition
BoxColManager.cc:8
game
field
obj
ObjectWoodbox.hh
Made by
Malleo
. Logo by
vabold
. Website generated by
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