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<title>botw/src/KingSystem/World, branch master</title>
<subtitle>Decompilation of The Legend of Zelda: Breath of the Wild (Switch v1.5.0)</subtitle>
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<entry>
<title>Implement tempmgr (#236)</title>
<updated>2026-11-03T17:25:04+00:00</updated>
<author>
<name>Sebastian August Snoer</name>
<email>23051740+Seba244c@users.noreply.github.com</email>
</author>
<published>2026-11-03T17:25:04+00:00</published>
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<entry>
<title>Name placeholder virtuals from their overrides</title>
<updated>2026-10-14T23:59:46+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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Each base class virtual is named after what its overrides do and how
callers use it, e.g. AttCheck::calcMtx (0x710108a614) is the virtual
that AttClient calls before testing its checks.

(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
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<pre>
Each base class virtual is named after what its overrides do and how
callers use it, e.g. AttCheck::calcMtx (0x710108a614) is the virtual
that AttClient calls before testing its checks.

(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
</pre>
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</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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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>
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</entry>
<entry>
<title>world: implement Manager::isRaining (#214)</title>
<updated>2026-10-05T18:09:41+00:00</updated>
<author>
<name>Flatener</name>
<email>e.covanov@gmail.com</email>
</author>
<published>2026-10-05T18:09:41+00:00</published>
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* world: implement Manager::isRaining

Implement the position-based rain check for Rain, HeavyRain, ThunderRain,
and BlueskyRain. Declare the climate weather lookup dependency and name
both functions in the function table.

The rain check matches the original function at 0x71010f33a4.

* world: keep rainfall queries const

Restore const on Manager::isRaining and make its climate weather helper
const. Both queries only read Manager state. Update their function-table
symbols; the rain check still matches the original.</content>
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* world: implement Manager::isRaining

Implement the position-based rain check for Rain, HeavyRain, ThunderRain,
and BlueskyRain. Declare the climate weather lookup dependency and name
both functions in the function table.

The rain check matches the original function at 0x71010f33a4.

* world: keep rainfall queries const

Restore const on Manager::isRaining and make its climate weather helper
const. Both queries only read Manager state. Update their function-table
symbols; the rain check still matches the original.</pre>
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</entry>
<entry>
<title>Move aiCameraEvent, AirOctaDataMgr, scenes, CameraMgr</title>
<updated>2026-10-04T04:50:35+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2026-09-28T01:39:30+00:00</published>
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Put each where link order does: aiCameraEvent in the camera AI run,
AirOctaDataMgr right before aiAirOctaFlyUp, CameraMgr between the
ActorSystem and Chemical runs.

(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
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<pre>
Put each where link order does: aiCameraEvent in the camera AI run,
AirOctaDataMgr right before aiAirOctaFlyUp, CameraMgr between the
ActorSystem and Chemical runs.

(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
</pre>
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</entry>
<entry>
<title>style: remove redundant virtual on override functions, fix SEAD_RTTI spacing</title>
<updated>2026-02-15T02:04:03+00:00</updated>
<author>
<name>Jesse Dao</name>
<email>robloxian362@gmail.com</email>
</author>
<published>2026-02-15T00:43:30+00:00</published>
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<pre>
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</entry>
<entry>
<title>add at param helpers</title>
<updated>2025-05-17T07:33:17+00:00</updated>
<author>
<name>Pistonight</name>
<email>pistonknight@outlook.com</email>
</author>
<published>2025-05-17T07:33:17+00:00</published>
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<entry>
<title>Update agl, nnSdk, sead</title>
<updated>2024-08-28T12:41:29+00:00</updated>
<author>
<name>ThePixelGamer</name>
<email>thepixelmaster2354@gmail.com</email>
</author>
<published>2024-08-28T00:03:27+00:00</published>
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<entry>
<title>Update libraries and adjust code to match again</title>
<updated>2024-07-26T23:00:57+00:00</updated>
<author>
<name>ThePixelGamer</name>
<email>thepixelmaster2354@gmail.com</email>
</author>
<published>2024-07-26T23:00:57+00:00</published>
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<entry>
<title>Added VFR::getDeltaFrame (#122)</title>
<updated>2023-07-01T20:29:40+00:00</updated>
<author>
<name>Briggs Baltzell</name>
<email>b3apollo13@gmail.com</email>
</author>
<published>2023-07-01T20:29:40+00:00</published>
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* Added getDeltaFrame and changed getDeltaTime

* Replaced getDeltaTime usages with getDeltaFrame

* Moved getDeltaTime above getDeltaFrame</content>
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* Added getDeltaFrame and changed getDeltaTime

* Replaced getDeltaTime usages with getDeltaFrame

* Moved getDeltaTime above getDeltaFrame</pre>
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