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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/KingSystem/ActorSystem/actActorLimiter.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/KingSystem/ActorSystem/actActorLimiter.cpp')
-rw-r--r--src/KingSystem/ActorSystem/actActorLimiter.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/KingSystem/ActorSystem/actActorLimiter.cpp b/src/KingSystem/ActorSystem/actActorLimiter.cpp
index 94531c96..fdc7b348 100644
--- a/src/KingSystem/ActorSystem/actActorLimiter.cpp
+++ b/src/KingSystem/ActorSystem/actActorLimiter.cpp
@@ -1,5 +1,5 @@
#include "KingSystem/ActorSystem/actActorLimiter.h"
-#include "KingSystem/ActorSystem/actActorConstDataAccess.h"
+#include "KingSystem/ActorSystem/actActorLinkConstDataAccess.h"
#include "KingSystem/ActorSystem/actTag.h"
namespace ksys::act {
@@ -35,7 +35,7 @@ bool ActorLimiter::List::addActor(BaseProc* proc, bool allow_evicting_old_actors
target_node = mActorList.popFront();
if (target_node) {
- ActorConstDataAccess acc;
+ ActorLinkConstDataAccess acc;
acquireActor(&target_node->proc_link, &acc);
// Priority material actors will not be evicted if possible.