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#pragma once
#include <libultraship.h>
#include <vector>
#include "engine/registry/RegisterContent.h"
#include "engine/objects/Object.h"
#include "engine/CoreMath.h"
#include "engine/World.h"
extern "C" {
#include "macros.h"
#include "main.h"
#include "vehicles.h"
#include "waypoints.h"
#include "common_structs.h"
#include "objects.h"
#include "course_offsets.h"
#include "assets/textures/some_data.h"
}
/**
* @arg start x and z spawn location
* @arg end x and z patrol location
*
* Crab patrols between start and end.
* The game automatically places the actor on the surface of the tracks geometry.
* Therefore, providing a Y height is unnecessary.
*
* Crab appears to have a maximum patrolling distance and will patrol between
* end --> max distance rather than start --> end or start --> max distance.
*/
class OCrab : public OObject {
public:
// This is simply a helper function to keep Spawning code clean
static inline OCrab* Spawn(const FVector2D& start, const FVector2D& end) {
SpawnParams params = {
.Name = "mk:crab",
.PatrolStart = start,
.PatrolEnd = end,
};
return static_cast<OCrab*>(AddObjectToWorld<OCrab>(params));
}
explicit OCrab(const SpawnParams& params);
~OCrab() {
_count--;
}
virtual void Tick() override;
virtual void Draw(s32 cameraId) override;
virtual void SetSpawnParams(SpawnParams& params) override;
virtual void DrawEditorProperties() override;
void init_ktb_crab(s32 objectIndex);
void func_80082B34(s32 objectIndex);
void func_80082C30(s32 objectIndex);
void func_80082E18(s32 objectIndex);
private:
FVector2D _start;
FVector2D _end;
static size_t _count;
s32 _idx;
};
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