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path: root/src/Game/Actor/Query
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2026-10-15uking/scene: move the map getters to uking::StageInfoLéo Lam
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)
2026-10-13Action, AI, Query: sort the source lists by file nameLéo Lam
These objects are linked in case-insensitive file name order, but the lists kept renamed files at their old positions, so the decomp linked them out of order. (AI assisted using Claude Opus 5.5)
2026-10-13ksys: move AS setting, RootAi and three others to match link orderLéo Lam
Each file moves to where its code is linked, and namespaces follow the new paths. ASSettingMgr is an unofficial name. | Old | New | |---|---| | act::ASSetting (ActorSystem/actASSetting) | res::ASSettingMgr (Resource/Actor/resResourceASSettingMgr) | | Resource/resResourceASSetting, Resource/Actor/resResourceASResourceExtension | Resource/Actor/resResourceASSetting | | ksys::DebugFinder (System/DebugFinder) | ksys::act::DebugFinder (ActorSystem/actDebugFinder) | | ActorSystem/LOD/actLodState | ActorSystem/actLodState | | ActorSystem/actAiRoot | ActorSystem/aiRootAi | | Map/mapStagePreActorCache | System/StagePreActorCache (ksys) | (AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
2026-10-06The task and thread families are plain ksys::Léo Lam
They link in the same block as the plain-ksys:: Message family. getItemValue and applyScreenFade sit in engine UI TUs, hence ksys::ui. (AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
2026-10-06ActorSystem: Fork AIs, DemoRootAI and queries are ksysLéo Lam
They form one run in the ActorSystem block (DemoRootAI at 0x7100d61e68, right after VillagerMgr). (AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
2026-10-06aoc: Manager is ksys, the DLC managers stay game-sideLéo Lam
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)
2026-10-06Actor: PlayerInfo/PlayerBase are game, GameConfig ksysLéo Lam
Every decomp user of PlayerInfo is game code, and PlayerBase sits right above Player. GameConfig.h models the engine base that links at GameConfig's slot in KingSystem/System. (AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
2026-10-04Move aiCameraEvent, AirOctaDataMgr, scenes, CameraMgrLéo Lam
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)
2026-09-14Actor: move all AI code under Game/ActorLéo Lam
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)