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Most rows replace placeholders (m<N>, x_N, nullsub_N, *Stuff). In the
IDB, the Actor job virtuals are named preCalc/postCalc after TotK's calc
stage names, and the Player virtuals after the GParamList fields they
read. Some real names turned out to be wrong too, e.g. Enemy::kill is
actually deleteAndCreateDropAndEmit.
Rows move into uking::act, PlayerLinkBase/PlayerLink fold into
PlayerBase/Player and PlayerOrEnemy into CombatActor. Also renames
resetStuff and getMaxStaminaFromPlayerActor in the headers to
resetDamageInfo and getMaxStamina to match.
Also takes the IDB's names for some unnamed functions, mostly helper
class members (IK controllers, Guardian parts, message receivers), and
for other placeholders (x_N, nullsub_N, *Stuff). Some CarriedData rows
move to the IDB's CarriedDataConstraint class.
(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
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They're linked before gameStageInfo.cpp's sinit with no other sinit
in between, so they belong to gameStageInfo, not gameScene, and become
StageInfo statics declared in gameStageInfo.h. Their GameScene owner
was a guess.
(AI assisted using Claude Opus 5.5)
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Each base class virtual is named after what its overrides do and how
callers use it, e.g. AttCheck::calcMtx (0x710108a614) is the virtual
that AttClient calls before testing its checks.
(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
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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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Keeps source and CSV from drifting from the IDB. Names are read from the
bodies, e.g. ActionBase::applyParams is what all 13 non-stub overrides
of that slot do.
(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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