SpaceCadetPinball/SpaceCadetPinball/TBall.h

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#pragma once
#include "maths.h"
#include "TCollisionComponent.h"
#include "TEdgeSegment.h"
class TBall : public TCollisionComponent, public TEdgeSegment
{
public :
TBall(TPinballTable* table, int groupIndex);
void Repaint();
void not_again(TEdgeSegment* edge);
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bool already_hit(const TEdgeSegment& edge) const;
int Message(MessageCode code, float value) override;
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vector2 get_coordinates() override;
void Disable();
void throw_ball(vector3* direction, float angleMult, float speedMult1, float speedMult2);
void place_in_grid(RectF* aabb) override {}
void EdgeCollision(TBall* ball, float distance) override;
float FindCollisionDistance(const ray_type& ray) override;
vector3 Position{};
vector3 PrevPosition{};
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vector3 Direction{};
float Speed;
float RayMaxDistance;
float TimeDelta;
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vector2 RampFieldForce{};
TCollisionComponent* CollisionComp;
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int CollisionMask;
TEdgeSegment* Collisions[16]{};
int EdgeCollisionCount;
bool EdgeCollisionResetFlag{};
vector3 CollisionOffset{};
int CollisionFlag;
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float Radius;
bool HasGroupFlag;
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int StuckCounter = 0;
int LastActiveTime{};
float VisualZArray[50]{};
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bool CollisionDisabledFlag{};
};