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#pragma once
#include <libultraship.h>
#include "engine/CoreMath.h"
#include "engine/registry/RegisterContent.h"
#include "engine/Actor.h"
extern "C" {
#include "camera.h"
#include "common_structs.h"
}
class AFinishline : public AActor {
public:
/**
* Default behaviour places the finishline at the first waypoint.
* @arg pos, optional. Sets a custom position
*/
AFinishline(const SpawnParams& params);
~AFinishline() {
_count--;
}
// This is simply a helper function to keep Spawning code clean
static AFinishline* Spawn(FVector pos, IRotator rot) {
SpawnParams params = {
.Name = "mk:finishline",
.Location = pos,
.Rotation = rot,
};
return dynamic_cast<AFinishline*>(AddActorToWorld<AFinishline>(params));
}
static AFinishline* Spawn() {
SpawnParams params = {
.Name = "mk:finishline",
};
return dynamic_cast<AFinishline*>(AddActorToWorld<AFinishline>(params));
}
// Virtual functions to be overridden by derived classes
virtual void Tick() override;
virtual void Draw(Camera*) override;
virtual void BeginPlay() override;
virtual void Collision(Player* player, AActor* actor) override;
virtual bool IsMod() override;
bool bIsFinishline = false;
static size_t _count;
size_t _idx;
bool PickedUp = false;
uint32_t Timer = 0;
Player* _player = NULL;
f32 Hop = 3.0f;
f32 Gravity = 200.0f;
f32 OldHop = 0;
f32 OldGravity = 0;
};
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