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<title>botw/src/Game/Actor/Damage/dmgDamageManagerBase.cpp, branch master</title>
<subtitle>Decompilation of The Legend of Zelda: Breath of the Wild (Switch v1.5.0)</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/botw/'/>
<entry>
<title>ksys/act: split IDamageManager out of DamageManagerBase</title>
<updated>2026-10-11T02:53:08+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2026-09-28T01:39:31+00:00</published>
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<content type='text'>
DamageManagerBase's root base class (previously
DamageManagerBase_UnknownBase1) holds the damage callback list, and its
code is linked among the ActorSystem objects rather than with the
Game/Actor/Damage files. It appears to be an engine-side abstract base,
so let's move it to KingSystem/ActorSystem as ksys::act::IDamageManager
(unofficial name, following the ksys IManager/Manager pattern and
Actor::getDamageMgr), together with DamageCallback and Struct20Base, and
have Actor::getDamageMgr return it. DamageManagerBase now overrides its
getters and inherits addDamageCallback/removeDamageCallback from it.

The rest of the damage code stays in Game/Actor/Damage but is regrouped
to match link order: Struct20::combineMaybe moves into
actDamageManagerBase.cpp, Struct20::reset becomes inline and
dmgStruct20.cpp becomes actDamageMgr.cpp. The uking::dmg namespace is
merged into uking::act, so the files there take the act prefix too, and
dmgInfoManager becomes actDamageInfoMgr after the class it holds.

(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
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<pre>
DamageManagerBase's root base class (previously
DamageManagerBase_UnknownBase1) holds the damage callback list, and its
code is linked among the ActorSystem objects rather than with the
Game/Actor/Damage files. It appears to be an engine-side abstract base,
so let's move it to KingSystem/ActorSystem as ksys::act::IDamageManager
(unofficial name, following the ksys IManager/Manager pattern and
Actor::getDamageMgr), together with DamageCallback and Struct20Base, and
have Actor::getDamageMgr return it. DamageManagerBase now overrides its
getters and inherits addDamageCallback/removeDamageCallback from it.

The rest of the damage code stays in Game/Actor/Damage but is regrouped
to match link order: Struct20::combineMaybe moves into
actDamageManagerBase.cpp, Struct20::reset becomes inline and
dmgStruct20.cpp becomes actDamageMgr.cpp. The uking::dmg namespace is
merged into uking::act, so the files there take the act prefix too, and
dmgInfoManager becomes actDamageInfoMgr after the class it holds.

(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
</pre>
</div>
</content>
</entry>
<entry>
<title>ksys/act: rename the actor accessor to ActorLinkConstDataAccess</title>
<updated>2026-10-11T02:13:20+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2026-10-11T02:13:20+00:00</published>
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<id>6e9afd0f7d6f8e037fd71e91dfdad4b45f8e7e2f</id>
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The 0x18-sized accessor appears to be named ActorLinkConstDataAccess
based on a source path string in the Wii U build. The 0x10-sized
base class (which we had given the name to) only holds a BaseProc and
its dtor/acquire functions live in a separate TU so let's rename it
BaseProcAccessor (unofficial name).

acquireActor is a header inline whose one copy landed in the BeamBase
object. Nothing in BeamBase calls it, so the BeamBase function that used
it was probably dead-stripped by the linker.

(AI assisted using Claude Opus 5.5)
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<pre>
The 0x18-sized accessor appears to be named ActorLinkConstDataAccess
based on a source path string in the Wii U build. The 0x10-sized
base class (which we had given the name to) only holds a BaseProc and
its dtor/acquire functions live in a separate TU so let's rename it
BaseProcAccessor (unofficial name).

acquireActor is a header inline whose one copy landed in the BeamBase
object. Nothing in BeamBase calls it, so the BeamBase function that used
it was probably dead-stripped by the linker.

(AI assisted using Claude Opus 5.5)
</pre>
</div>
</content>
</entry>
<entry>
<title>aoc: Manager is ksys, the DLC managers stay game-side</title>
<updated>2026-10-06T01:19:39+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2026-09-28T01:39:31+00:00</published>
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<id>c4c7c00e85df3137d57cc899302a160ff94fa71b</id>
<content type='text'>
aoc::Manager is created during engine start-up and called by gdt, map
and StarterPackMgr; only game code uses HardModeManager and
ChampionBalladManager.

(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
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<pre>
aoc::Manager is created during engine start-up and called by gdt, map
and StarterPackMgr; only game code uses HardModeManager and
ChampionBalladManager.

(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
</pre>
</div>
</content>
</entry>
<entry>
<title>Damage: move Game/Damage under Game/Actor</title>
<updated>2026-10-04T04:50:35+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2026-09-28T01:39:31+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/botw/commit/?id=ec2ec9ad6dc334522d5175967be8e4a468874896'/>
<id>ec2ec9ad6dc334522d5175967be8e4a468874896</id>
<content type='text'>
Link order: the damage code is interleaved with actor TUs inside the
Game/Actor block, not in a block of its own.

(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Link order: the damage code is interleaved with actor TUs inside the
Game/Actor block, not in a block of its own.

(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
</pre>
</div>
</content>
</entry>
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