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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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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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Link order shows one sorted actor tree, not a separate AI project: the
Action/AI/Query folders and per-feature folders (Camera, Player, Horse,
...) come out of the same archive rounds as the actor classes.
(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
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