From 6e9afd0f7d6f8e037fd71e91dfdad4b45f8e7e2f Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?L=C3=A9o=20Lam?= Date: Sun, 11 Oct 2026 04:13:20 +0200 Subject: 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) --- src/Game/AOC/aocHardModeManager.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/Game/AOC/aocHardModeManager.cpp') diff --git a/src/Game/AOC/aocHardModeManager.cpp b/src/Game/AOC/aocHardModeManager.cpp index 479fef42..9af17016 100644 --- a/src/Game/AOC/aocHardModeManager.cpp +++ b/src/Game/AOC/aocHardModeManager.cpp @@ -98,11 +98,11 @@ bool HardModeManager::shouldCreateLifeRecoverInfo(ksys::act::Actor* actor) { } bool HardModeManager::shouldApplyMasterModeDamageMultiplier( - const ksys::act::ActorConstDataAccess& accessor) { + const ksys::act::ActorLinkConstDataAccess& accessor) { if (!accessor.hasProc()) return false; - ksys::act::ActorConstDataAccess parent; + ksys::act::ActorLinkConstDataAccess parent; if (accessor.hasConnectedCalcParent() && accessor.acquireConnectedCalcParent(&parent)) return shouldApplyMasterModeDamageMultiplier(parent); -- cgit v1.2.3