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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/actPlayerCreateMgr.cpp
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/actPlayerCreateMgr.cpp')
-rw-r--r--src/Game/Actor/actPlayerCreateMgr.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/src/Game/Actor/actPlayerCreateMgr.cpp b/src/Game/Actor/actPlayerCreateMgr.cpp
index f053b40d..51c9b122 100644
--- a/src/Game/Actor/actPlayerCreateMgr.cpp
+++ b/src/Game/Actor/actPlayerCreateMgr.cpp
@@ -7,7 +7,6 @@
#include "Game/Actor/actWeapon.h"
#include "Game/UI/uiPauseMenuDataMgr.h"
#include "KingSystem/ActorSystem/Profiles/actWeaponBase.h"
-#include "KingSystem/ActorSystem/actActorConstDataAccess.h"
#include "KingSystem/ActorSystem/actActorCreator.h"
#include "KingSystem/ActorSystem/actActorHeapUtil.h"
#include "KingSystem/ActorSystem/actActorLinkConstDataAccess.h"
@@ -212,7 +211,7 @@ void CreatePlayerEquipActorMgr::requestCreateArmor(s32 slot_idx, const sead::Saf
}
{
- ksys::act::ActorConstDataAccess access;
+ ksys::act::ActorLinkConstDataAccess access;
ksys::act::acquireActor(&PlayerInfo::instance()->getPlayerLink(), &access);
sead::Vector3f pos;
access.getActorMtx().getTranslation(pos);