summaryrefslogtreecommitdiff
path: root/src/Game/Actor/Player
diff options
context:
space:
mode:
authorLéo Lam <leo@leolam.fr>2026-10-11 04:13:20 +0200
committerLéo Lam <leo@leolam.fr>2026-10-11 04:13:20 +0200
commit6e9afd0f7d6f8e037fd71e91dfdad4b45f8e7e2f (patch)
treed971f814d1cde46f56da6041037a65f512654ee3 /src/Game/Actor/Player
parent49c6b5c18344de6555163b3af7044970ad9d7c5e (diff)
ksys/act: rename the actor accessor to ActorLinkConstDataAccess
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)
Diffstat (limited to 'src/Game/Actor/Player')
-rw-r--r--src/Game/Actor/Player/actPlayerInfo.cpp5
1 files changed, 2 insertions, 3 deletions
diff --git a/src/Game/Actor/Player/actPlayerInfo.cpp b/src/Game/Actor/Player/actPlayerInfo.cpp
index ec44523f..83bf2f8a 100644
--- a/src/Game/Actor/Player/actPlayerInfo.cpp
+++ b/src/Game/Actor/Player/actPlayerInfo.cpp
@@ -1,6 +1,5 @@
#include "Game/Actor/Player/actPlayerInfo.h"
#include "Game/Actor/Player/actPlayerBase.h"
-#include "KingSystem/ActorSystem/actActorConstDataAccess.h"
#include "KingSystem/ActorSystem/actActorLinkConstDataAccess.h"
#include "KingSystem/ActorSystem/actBaseProc.h"
#include "KingSystem/ActorSystem/actBaseProcMgr.h"
@@ -116,7 +115,7 @@ PlayerBase* PlayerInfo::getPlayerUnchecked() {
}
sead::Vector3f& PlayerInfo::getPlayerPos() {
- ksys::act::ActorConstDataAccess accessor;
+ ksys::act::ActorLinkConstDataAccess accessor;
ksys::act::acquireActor(&mPlayerLink, &accessor);
accessor.debugLog(1, "getPlayerPos");
@@ -124,7 +123,7 @@ sead::Vector3f& PlayerInfo::getPlayerPos() {
}
sead::Vector3f& PlayerInfo::getPlayerPosForPostCalc() {
- ksys::act::ActorConstDataAccess accessor;
+ ksys::act::ActorLinkConstDataAccess accessor;
ksys::act::acquireActor(&mPlayerLink, &accessor);
accessor.debugLog(0, "getPlayerPosForPostCalc");