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DamageManagerBase's root base class (previously
DamageManagerBase_UnknownBase1) holds the damage callback list, and its
code is linked among the ActorSystem objects rather than with the
Game/Actor/Damage files. It appears to be an engine-side abstract base,
so let's move it to KingSystem/ActorSystem as ksys::act::IDamageManager
(unofficial name, following the ksys IManager/Manager pattern and
Actor::getDamageMgr), together with DamageCallback and Struct20Base, and
have Actor::getDamageMgr return it. DamageManagerBase now overrides its
getters and inherits addDamageCallback/removeDamageCallback from it.
The rest of the damage code stays in Game/Actor/Damage but is regrouped
to match link order: Struct20::combineMaybe moves into
actDamageManagerBase.cpp, Struct20::reset becomes inline and
dmgStruct20.cpp becomes actDamageMgr.cpp. The uking::dmg namespace is
merged into uking::act, so the files there take the act prefix too, and
dmgInfoManager becomes actDamageInfoMgr after the class it holds.
(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
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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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aoc::Manager is created during engine start-up and called by gdt, map
and StarterPackMgr; only game code uses HardModeManager and
ChampionBalladManager.
(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
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Link order: the damage code is interleaved with actor TUs inside the
Game/Actor block, not in a block of its own.
(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
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